Update that I've been waiting for almost 4 months now. Bringing DLSS makes game playable again.
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Do you have an Intercity train line? For me, I had a lot of taxis until I added alternative methods of entering the cityWould be great if we could somehow reduce the amount of taxis in our city. Half of my roads are filled with taxis and they block traffic everywhere, even at my train stations.
Seems very experimental for now but there are assets popping up in the code mods section.umm, so several months for getting new assets? like, any new assets? as in, I'm stuck with the same elementary school until June-July? I'm not trying to be sassy, just if the answer yes then I can just free up some drive space, reinstall Outcast to finish it and make room for Tsushima.
I hope it doesn't take that long, I'm so excited and eagerly awaiting. Thanks for the feedback ♡We are working with the GFN team to try to make this a possibility, but we have no update that we can share yet. Our dream is to be able to share mods with our GFN players!
We have no intentions of giving up. We might not be where we had planned to be with the game, but we'll keep working on it until we get there.Great stuff.
Don't give up please, it started as a disaster but it can end as the best city builder on the market.
Yes, we're working on it, but unfortunately, it didn't make this patch.Will we see FSR support as well for people without NVIDIA GPUs?
We're starting to see some experimental new asset mods on Paradox Mods, but for official support, I'm afraid that we expect it will be months before the Editor supports asset creation.umm, so several months for getting new assets? like, any new assets? as in, I'm stuck with the same elementary school until June-July? I'm not trying to be sassy, just if the answer yes then I can just free up some drive space, reinstall Outcast to finish it and make room for Tsushima.
Part of the import pipeline is also the saving process. Until we have the file format and saving process nailed down, I'm afraid there isn't much asset creation to be done. Or at least editing assets is not much fun until you can save and use what you created.Thank you.
Would it be possible to release the asset editor without the import pipeline, or is that a big dependency? (I'm not a creator so don't know the process.)
include a large re-work of the Economy
True! TAA Solved! I have disabled DLSS and it works without problems!TAA works again.
For those who have a NVIDIA, DLSS by default disable antialissing, and there are no reflexes.
The natural limit of my CPU was 400k cims in low quality by default.
With V1.1.2 I have noticed a general performance improvement: in my city of 401K cims, I have returned to high quality by default, without DLSS, and I have FPS fluidity (30/40).
The simulation speed endures, we will see until when.
Ryzen 9 5900X, 32GB RAM, RTX 4070 TI, SSD M2 1TB.
Without VSYNC, without motion blur, without DoF, without resolution scale, without DLSS.
Resolution 1080p.
Without the import pipeline, the editor is totally useless.Thank you.
Would it be possible to release the asset editor without the import pipeline, or is that a big dependency? (I'm not a creator so don't know the process
Curious, why Taxis? Wouldn't people moving in be using trucks?Hi everyone. As patch 1.1.2f1 is rolling out on Steam and Microsoft Store, let’s have a look at what it includes and what you can expect next.
This patch removes the entitlement from all the Beach Properties assets, so they are now a part of the base game and available to everyone. Saves and custom maps using the assets should work without any extra steps, but as always, don’t hesitate to make a bug report on the forum if you have any issues. Additionally, we have improvements to performance, support for Nvidia DLSS Super Resolution, and a long list of bug fixes for both the game and the Editor. You can find the full list below.
With this patch in your hands, we’ve started working towards the next one. It will take about a month as, along with bug fixes and improvements, this patch will include a large re-work of the Economy to address much of the feedback you have shared with us in the past months. We’ll share more details on what has changed when the patch is ready.
As modding is an important part of any Colossal Order game, one of our top priorities right now is to resolve the remaining issues with the asset import pipeline, so you can start to import and share your custom assets on Paradox Mods. This is proving more difficult than we hoped, so we don’t have an exact timeline at this time at this point, but it will likely take several more months.
Thank you for all the bug reports, feedback, and support. We really appreciate it as it helps us understand and improve your experience with Cities: Skylines II.
Patch Notes 1.1.2f1
Beach Properties assets implemented to the base game
Bug fixes & improvements
- Citizens are more likely to use taxis from outside connections when moving in the city