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This guy is pretty on the point:



There are some performance issues and I honestly feel sorry for the people who end up with an unplayable experience... but overall it looks like an overblown reaction to me.

I first launched the game yesterday and at first checked the default game settings (which are rather high) but instead of lowering them as suggested by so many, I decided to just give it a try. So I started a city, expecting a single picture slideshow. But there wasnt one. Occasional stuttering yes but overall, the game feels quite smooth.
There has been a „poor performance” revolution and now there seems to be „its overblown” counter-revolution, but I have yet to see anyone measuring performance on even a half-built map (which would be 200-300K people).
 
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5900X, 4080, and 32gb ram here.
Running 4K (because of OLED screen)
The game barely reaches 40 to 55 fps, even when the resource hog settings are turned down. If i enable everythign to high, i have 25-35 fps. And this with a small city, not even 1000 inhabitants. And, in addition all trees and lamp posts shadows are flickering constantly. Some textures stay blurry, until i zoom in to the extreme levels.
For gods sake, the game pulls 330W from my 4080, even when there is nothing built on the map??? Not even cyberpunk with rt pulls that constantly, lol.

I dont know who says this is normal, but its not. Something doesnt work like it should. Get to it, fix it.

PS: Ive read some post in the staem forums, where they say the game seems like constantly changing lods for some reason. This grinds my gears too. The blurry textures, flickering shadows, and the bad performance... maybe there is your bug?
 
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Simply, I can’t be sympathetic to a company that ships unfinished products. I should be able to give them half my cash if they give me half of a game. Music is not released with just a couple of notes recorded or a movie with only 1 scene recorded to come back 6 months to listen or watch the rest. I’m also not blaming the ppl who make the game. I am blaming the business model where is now ok to usher in products with promise. Even tech is now released with promises. This must stop. Because the promise is never what they claim. "Don’t buy then", should not be their battle cry to ignore this pandemic of promises. City skyline is not finished. full stop. They made a game I use to relieve stress that is very stressful. Their low fps is not an ignorable problem. The business model now does not care about the stain it leaves on the consumer; we already have their money. We will fix it in the post should not be the norm.
 
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For gods sake, the game pulls 330W from my 4080, even when there is nothing built on the map??? Not even cyberpunk with rt pulls that constantly, lol.
There is a simple explanation to this. Your GPU works at 95-100% to push out as many frames as possible. You can limit the amount of frames pushed out with Vsync. Though VSync is broken in this game, so you would have to do it from the Nvidia Control panel.
 
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Look performance needs to be the best. As this game is for all players. Ones with low specs and high. All players should be able to have the same experience. And for the price you should have good performance! Like if it was cheeper you would it be able to put some that money towards upgrading your computer.

You still have to remember that this game will get updates Which will reduce performance over time. If it is bad now it will be a lot worse in the future. And your would becomes bigger the performance will become less. So having good performance now is vital!

Can't they add putting some of the performance on to cloud severs using WiFi?
 
I cannot follow performance tips because the game will not open. I have racked up like 30 mins of play time just trying get it to open. As soon as the music starts playing during loading, CRASH!!
 
There is a simple explanation to this. Your GPU works at 95-100% to push out as many frames as possible. You can limit the amount of frames pushed out with Vsync. Though VSync is broken in this game, so you would have to do it from the Nvidia Control panel.
For the amount of power it's pulling on a 4080, it should be getting far, far more than 40 fps, especially in a nearly empty city. That's the whole problem: the game is gobbling up absolutely huge amounts of GPU resources and doing very little with them. That amount of power gets you boatloads of graphical eye candy and far more detailed rendering in other games than it's delivering here.

Saying you can fix that in the Nvidia control panel is not a real fix: that's just demonstrating what a mess the game actually is.
 
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For the amount of power it's pulling on a 4080, it should be getting far, far more than 40 fps, especially in a nearly empty city. That's the whole problem: the game is gobbling up absolutely huge amounts of GPU resources and doing very little with them. That amount of power gets you boatloads of graphical eye candy and far more detailed rendering in other games than it's delivering here.

Saying you can fix that in the Nvidia control panel is not a real fix: that's just demonstrating what a mess the game actually is.
Of course it should. I was just trying to be helpful to save you from having a hot video card until they fix the performance.
 
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The larger my city gets, the more frequent the crashes occur. Funny thing is the game runs great on max settings and with the recommended settings. It just crashes after about 3 minutes. This game nearly maxes my 4080 out which is insane! I get a mix of BSOD's and crash to desktop. My system far exceeds the recommended hardware as seen below. Please fix!

Type: Desktop
OS: Windows 11 (10.0.22621) 64bit
System memory: 31.827 GB
Graphics device: NVIDIA GeForce RTX 4080 (Version: Direct3D 11.0 [level 11.1])
Graphics memory: 15.688 GB
Max texture size: 16384
Shader level: 50
3D textures: True
Shadows: True
Compute: True
CPU: 13th Gen Intel(R) Core(TM) i9-13900KF
Core count: 32
 
Cities: Skylines II is built for the future with modern hardware in mind, allowing us to add more depth and detail to the game than its predecessor had.
I know this sentence makes me annoyed / angry to an irrational point. Maybe I'm just reading too much into it, or misinterpreting some things. But it just doesn't seem to mean anything at all. I'm a previous game dev and still current professional software engineer in another field (I'm no einstein, but I do know some things), but I, like many others here, know that:

1. You always make digital commercial products with current hardware generations in mind, because its all we have. It's not rocket science. I've actually never heard this rhetoric before. It's kind of baffling.
2. Future proofing is not mutually exclusive with good performance on current gen hardware. It's not like you have to pick and choose one over the other. In fact, making something run great on current and previous gen hardware mostly means yiu'll get even better performance on future hardware.

So in the best case, this statement means absolutely nothing. In the worst case, it makes it sound like the company has no interest to investigate these issues in a deeper sense because, well, it's simply too next-gen.

And even if we play along with the statement, the game just does not look or play so groundbreaking as to even warrant the performance it has (It doesn't look bad, I actually think it looks very nice, it's just not at a level we haven't seen before). There isnt even any current gen rendering techniques in the game, like ray- or path tracing. On my rig (i9-13900, 4090, 64GB ram, current gen SSDs) I can play insane looking games like Cyberpunk in 2K, or Microsoft Flight Simulator 2020 with everything on ultra, plus flying simulation-heavy planes, and get AT LEAST 60+ FPS in the most graphically taxing areas.

So its worrisome to see statements like this, and worrisome to see the most specific statements about performance being related to uninteresting settings like depth of field, when there is more going on. Even with these recommended settings disabled, it just runs bad and hammers the GPU.

I even considered purchasing the game, because I CAN play it, its terrible performance for my level of hardware, but I can play it.

But now im not sure. This statement doesnt exactly boost confidence, and there seems to be more worrisome performance issues related to the GPU going on that isnt even mentioned.

My 4090 is basically running with the fans at the highest settings constantly when in the game, trying to cool down. Its using an insane amount of utilization even in the most mundane, simple scenes. Again, i only get maxed out fans and heavy GPU utilization like this temporarily in other games in taxing situations, not constantly.

Lastly, to the point of being designed for the future. Lets not pretend like current gen is not insanely powerful in and of itself. Just from the point of view of a professional, I hate that we have come to a point where the insane development made in hardware is squandered like this, to the point we seem to be delusional enough to think things like these are even close to being acceptable. Whether it has to do with many developers being much too far removed from actual hardware today (by using tech stacks like Unity where you are miles removed from the actual reality of how machines work if you want performance), or many other factors im not sure... but oh well.

I really hope this game takes off, it seems great. And it seems to be made by a bunch of good people who care. Guess ill come by at another point to see if things improve.

(For anyone wondering how I know how it plays on my PC if I haven't bought it: I have a trial of Game Pass where I am currently running it from).
 
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The larger my city gets, the more frequent the crashes occur. Funny thing is the game runs great on max settings and with the recommended settings. It just crashes after about 3 minutes. This game nearly maxes my 4080 out which is insane! I get a mix of BSOD's and crash to desktop. My system far exceeds the recommended hardware as seen below. Please fix!

Type: Desktop
OS: Windows 11 (10.0.22621) 64bit
System memory: 31.827 GB
Graphics device: NVIDIA GeForce RTX 4080 (Version: Direct3D 11.0 [level 11.1])
Graphics memory: 15.688 GB
Max texture size: 16384
Shader level: 50
3D textures: True
Shadows: True
Compute: True
CPU: 13th Gen Intel(R) Core(TM) i9-13900KF
Core count: 32
That is a nice gaming PC, congrats. Regarding the crashes, please open a thread in the bug reports folder of the forum and add any details you have (crash dumps etc.). This will help them fixing the bugs.
 
Both FSR2 and DLSS2 require the use of Temporal Anti-aliasing, which is not possible at the moment due to some objects being incompatible with that technique. We are currently working towards making this possible, which will not only help to boost performances but also provide a better quality anti-aliasing solution than the one we currently use (SMAA by default).
Uhm, if it's not possible at the moment, why can I set TAA in advanced settings ?
 
Cities: Skylines II is built for the future with modern hardware in mind, allowing us to add more depth and detail to the game than its predecessor had. Earlier this month, we shared a note on performance as we had not reached the benchmark target we had set for the game. Following this, we have seen some concerns about performance and what it means for the game as a whole. We’d like to give some context to the issues the game is currently facing, what we’re doing to address them, and what you can do if you are among the players experiencing performance issues.

Firstly, we want to assure you that the issues are not deeply rooted in the game’s foundation, so we fully expect to be able to improve performance going forward. The issues we are currently facing are tied to the rendering of the game, and decreasing the quality of visual effects such as Depth of Field, Global Illumination, and Volumetrics will get you a fair performance without affecting simulation - at the cost of some eye candy. If you experience low FPS we recommend the following:

WHAT HAPPENS POST-RELEASE​

Following the release, we intend to push a series of small patches (and likely a big one) as we significantly improve different areas of performance. We have identified some issues tied to certain hardware setups that yielded unexpected results, and following those discoveries, we're working on improvements to:

  • Remove stutters, generally caused by some synchronization condition in the simulation. They can vary greatly from one CPU to another, as well as how your city is built.
  • Optimize and balance GPU performances by reducing the number of vertices processed per frame and optimizing/balancing the effects that affect fillrate (mainly Depth of Field, Global Illumination, and Volumetrics), which you can turn off or reduce in the settings for the time being to get a decent FPS.
  • Pushing any CPU optimizations that are not already done that we come across in this process.

It’s worth noting that balancing GPU performances does not mean reducing quality overall but, for example, taking fewer samples with smarter distribution to achieve identical or very similar results.

We are also looking at expanding the options for upscaling solutions. Right now, the game includes AMD FSR1, which does not look that good when the scale ratio is 50% (you can enable it with Dynamic resolution scale setting), but it is supported by Unity out of the box, so it made sense to include.

Both FSR2 and DLSS2 require the use of Temporal Anti-aliasing, which is not possible at the moment due to some objects being incompatible with that technique. We are currently working towards making this possible, which will not only help to boost performances but also provide a better quality anti-aliasing solution than the one we currently use (SMAA by default).


OUR GOALS​

With the upcoming patches, the situation will largely improve with default settings. It is worth mentioning that for a game like this, the performance target is to run at a steady 30FPS minimum. There is no real benefit in a city builder to aim for higher FPS (unlike a multiplayer shooter) as a growing city will inevitably become CPU-bound. What matters more with this type of game is to avoid stutters and have a responsive UI.

For that reason, our simulation is also built around an expected update rate given 30fps. However, it does not hurt to get 60fps as it can contribute to better visuals in relation to temporal effects, so while our target is 30fps, we don't intend to limit or stop the optimization work just because we reach it on the recommended hardware. We just don't believe there would be a long-term benefit in setting the target to 60fps, especially because we face rendering challenges both from close-ups and far distances.


A NOTE ON RELEASE TIMING​

While some setups on PC have challenges, we concluded the performance is not a dealbreaker for all the players. For us, the number one priority is for the players to have fun with the game, and we had seen enough feedback from players enjoying the game that it would be more unfair to postpone. We know we will keep working on the game and do our best to fix issues as fast as possible, so we wanted to respect the announced release date and allow people to start playing the game.
I'm really happy that Paradox has done this. It is understandable that they had to release the game as some people (small amount) would be fine with their set-ups. If you had just watched the Paradox Livestream overview for their games they said that they are communicating with the Paradox work team and Collosal Order to improve this. I have put setting to the lowest possible and however It doesn't look the best, It can run at an acceptable rate. They definetly do need to put optimisation and I would prefer that to a content update as I am yet to explore all the content within the game however I am happy that they have been honest. The Paradox stream did announce to us that many bug fixes and performance updates will be seen in the coming weeks which is very promising for many users.
 
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