Honestly, I find maps where you build multiple towns and villages plus one or two major cities more fun than just one city sprawling as far as the eye can see. Using hilly maps with valleys and plains in between is a good way to split the region into multiple distinct areas (farming town, mining town, college town, major port city, etc.).
How about this: a true sandbox mode. Infinite money of course, but no need for power, water, population count is optional, cars exist solely to fill your roads and don’t actually have destinations, or if they do they’re very simple like in the original sim city. Imagine if instead of 100,000 cars planning a destination and thinking about possible detours or lane changes they were simply all going for a Sunday drive. Performance go brrrrrrr
This is why I wish the developers would have kept the simulation the same or made it a little more complex to CS 1. Instead, the Cims have preferences for routes, can find love, break up, find love again, etc. Each Cim family has an inventory. Its just silly how focused they were on individual Cims and not the population as a whole in a city management game.
When it comes to pathfinding maybe we could do a carpool thing where if sims have a similar destination instead of going to that destination, they'll commute to each other and group up with each other if it's much shorter than the destination length, then head to that destination? 🤔
I like that idea but I’d prefer removing the path finding for the agent altogether when a certain distance away from the camera. I went into more detail on that in one of the more recent comments.
I’d love to know more about how they handle pathfinding. If there’s lots of redundant work being done, perhaps cims could copy their neighbors homework to get to work, say. Or they could do greedier path finding. Cims don’t need the best path to a destination; they need to find a path in the fewest computation steps. I think one issue is, it seems that when cars need to change lanes to react to traffic, it requires a pathfinding recalculation. They may have already tried or fixed such things, though.
Theoretically the actual limiter for the game is the version if windows you have because the base windows version most people have only uses up to 64 cores, the theory is if you buy a higher grade version of windows like the 128 core version the game could then use more cores.
Doesnt matter when it doesnt use the cores efficiently anyways. 64 cores arent 4x faster than 16 cores or even close, so I have no idea what the extra load is used for.
I am having the same problem. When it’s all said and done the main factor is they need to optimize the game the correct way that’s it. Because they don’t want the modders to make the mods to help the game become much better because that they’re not doing it.
Congratulations for 50k subscribers timeister i am your subscriber from 7k subscribers and I love your videos a lot, I wait for new videos from you and yeah you wont disappoint with the game and content I am very much impressed.
This exactly is the reason why I had to stop playing the game. I have a low spec computer and was not able to play the game properly, it crashed every single time I tried playing.
I miss the times of Cities XXL where You could build cities of 15mln people.....pity we can't do that in CS2. At this point, one would need a quantum computer to run this game in a satisfactory level ;) hahahaha
I would think that there would be some performance boost in deactivating the CIMs, is there any way to turn off the CIMs but keep the vehicles? I really don't care if I don't see people walking around.
Actually there is one thing that can help more than people realize, and its making a clean Windows install. Meaning both reinstall from scratch, as that can sometimes improve performance (see Hub's video, tech is complicated) and also not having a bunch of background apps which drain cpu performance. I got over 10% performance boost.
There should be a mod to turn of simulation off completely or limit it so that players who just want to 'build or have fun building the city and not care about what citizens do' can have better performance.
I haven't played in a long time due to not being able to accomplish two goals, build the "grand Boulevard" (couldn't remove unneeded surface and copy/paste sections) and the city's focal point, the "Ultra-needle" / 3x sized Space Needle (couldn't separate the various parts).
I think that regardless of the updates done since you started Bixton a few months ago, they didn't have much impact on the simulation of this gameplay as starting a new city now would have. That was my problem with a city that went smoothly through a few updates around summer and autumn last year.... yet it didn't work very well... which i only discovered after starting a new city. So i'm not as happy as should be after discovering it as that means that even without any video recording for public, only playing for myself, it's best to start a new city after each update... and they are frequent because of what state the game was forced into. Try quickly build a 250k city from a scratch now (nothing fancy, and really nothing fancy, just for testing purposes) and check if that's got the same speed problem.
It's mod called simulation speed that puts this in the UI. Great mod. I have a 7950X3D & mine drops at well. I think it's game optimization as well. I have a 520K city & it runs in the 8's. My utilization is in the 60's. I have 64GB od 6K memory
We need mods like the building and service blocks that simulate real buildings and then a mod like procedural objects, so that we as players can dictate exactly what kinds of buildings are real and which ones are dupes. This allows us to build with infinite scale. Though one drawback would be that since there’s way less people there won’t be realistic traffic. This method was “technically” possible with cs1 but was once more limited by the node limit and building limits, then procedural objects also were gpu intensive. If wecan strike a balance between these, i may finally be able to build a megalopolis
I really wish they could get the game to run on a good machine with up to 1 million. However, an easier fix would be to offer stable speeds like 0.5, 0.25, 0.1. The slowdown is bad, but the jittering is almost more distracting. If a big city can’t run at 1x speed, I’d rather the game work at a smooth slow speed that it can handle. There’s enough work to do in such a big build, you can just zone something in and come back much later when it’s done lol
In so many words in 25 min is that the game technology is beyond advanced of today's technology for computers. Just like in cs1 it will be a great game 10 years from now when technology catches up. Will never be actually console ready without cutting out chunks of the game.
That's awesome! I've been binge watching Timbukton, @Timeister and had me thinking.... would you do a similar project is CSII and is that the intent for Brocton?
I think the best optimization would be to have three different levels of simulation architecture and agent sophistication that corresponds to the distance from the player camera and make it function similar to how a Level Of Detail (LOD) model works for graphics optimization. The first level is the highest level of simulation quality and sophistication which is present within the closest proximity to the player camera. Let’s say a 0.5 mile radius from the camera for example. In this scale every individual agent has their own pathfinding algorithm like it is now in CS2. This would be a level 1 simulation. After that 0.5 mile radius the architecture transitions to a level 2 simulation for a radius >0.5 mile from the camera but
I have been watching this series since day one, and its a shame that the simulation speed is so low AND I PRAY THIS SERIES DONT END PLZ DONT END IT LIKE TRY TO WAIT FOR UPDATE
The only things to help with this issue are getting an AMD R7 9800X3D and trying to optimize your city. Having people, workplaces and services as close to each other as possible so all the pathfinding would be as simple as possible. But yeah, I think we'll have to wait for some years until we have CPUs that can handle massive cities easily. Hopefully CO can optimize this game to improve simulation times for weaker CPUs.
Yeah, this is game problem. Despite how good the game is getting (despite its issues still), the game's optimization and performance is being left behind. Even the 4080 & 4090 lineups, and the AMD equivalents struggle to run this game. I really hope they fix this soon with upcoming patches. Anyway, love your vids! May Bixton live forever! 🧡
Get a 9950x3d for 20% better performance! :P Edit: I've actually made tests with basically all Ryzen 7000 series processors, some simulated (7600x, 7700x, 7800x3d, 7900x, 7950x, 7950x3d). But havent compared to eg. 5000 series. Maybe if you or someone would be interested to create a community test hub to test relative performance. The way I test and imo the best way is loading up the same city paused, and then let the game run eg. 10 minutes, then check which time it gets to in-game. I found out that from lower cores, the increased speed is basically linear with the increase in cores, however the more cores one has the less they start to matter, diminishing returns. Also x3d helps, but not that much.
Hello , I know this is unrelated but does anyone know a fix to city skylines 2 kicking out problem because everytime I load the game and get into the loading screen , Ot kicks me out of the game , And it has been like this for me for iver a month ( maybe even two ) so does anyone know a fix Yes I do have mods but It moslty consists of map mods , so if thats the issue , how do I delete them?
Not necessarily. I'll mostly do ploppable builds going forward and a lot less zone-based projects. Sim speed doesn't matter as much with plopped builds.
Okay, bare with me on this please.. I'm old. TIA I love City Skylines. The original. I haven't even thought about buying this version because my pc just can't handle it. Even on an older game like Banished "Colonial charter" I will hit a wall once I get above {X} usually it's when my food levels are in the 700 thousand range. In November of 24 I maxed out Year 56 is my Best game to date with 757 citizens. Probably overdoing it a bit I guess. Even on ten speed it's slower than normal when I am starting. So I tend to quit playing. Would a solid state drive help? Or do I just need to sell my left leg for a better PC. This was built for me about 5 years ago by a friend. Just as something to knock about with. I am disabled so I have time on my hands. Any tips for getting better speeds will be greatly appreciated. Sorry no, I do not know what the specs are for this one. But it is nothing like some of the ones I've seen gamers using
This game is definitely a huge disappointment. I wonder how they could make a game worse than the modded version of the first game. Simcity needs to come back immediately and heat up the competition.
"If you can dream it, you can build it!" should have come with an asterisk specifying that you would slow to a crawl if you dream too big!!
Honestly, I find maps where you build multiple towns and villages plus one or two major cities more fun than just one city sprawling as far as the eye can see. Using hilly maps with valleys and plains in between is a good way to split the region into multiple distinct areas (farming town, mining town, college town, major port city, etc.).
Or where you merge the smaller ones into the larger one.
@@renealbrechtsen9743 well, that’s basically what he did in this series, I think different and separate regions would be a nice change
2:09 what a cute cat . I love it .
The cat is infact adorable.
This could explain why the console version is taking so long.
How about this: a true sandbox mode. Infinite money of course, but no need for power, water, population count is optional, cars exist solely to fill your roads and don’t actually have destinations, or if they do they’re very simple like in the original sim city. Imagine if instead of 100,000 cars planning a destination and thinking about possible detours or lane changes they were simply all going for a Sunday drive. Performance go brrrrrrr
With my computer, if i made a city of this scale I wouldn't be able to watch this video
22:20 I agree with this. I try to create maps with natural boundaries. This technically limits the buildable area while keeping a realistic feeling.
This is the first time i see a game being "ahead of its time" in a negative way lol
This is why I wish the developers would have kept the simulation the same or made it a little more complex to CS 1. Instead, the Cims have preferences for routes, can find love, break up, find love again, etc. Each Cim family has an inventory. Its just silly how focused they were on individual Cims and not the population as a whole in a city management game.
When it comes to pathfinding maybe we could do a carpool thing where if sims have a similar destination instead of going to that destination, they'll commute to each other and group up with each other if it's much shorter than the destination length, then head to that destination? 🤔
I like that idea but I’d prefer removing the path finding for the agent altogether when a certain distance away from the camera. I went into more detail on that in one of the more recent comments.
I’d love to know more about how they handle pathfinding. If there’s lots of redundant work being done, perhaps cims could copy their neighbors homework to get to work, say. Or they could do greedier path finding. Cims don’t need the best path to a destination; they need to find a path in the fewest computation steps. I think one issue is, it seems that when cars need to change lanes to react to traffic, it requires a pathfinding recalculation. They may have already tried or fixed such things, though.
As someone whose computer can’t even operate CSII without immediate horrible lag even though i havent even placed any roads, its so annoying.
this. and even on the very low graphics preset, it looks like shit and runs like shit too
@ literally everything’s on low and it’s still a slideshow!
Love the sim city soundtrack. Brings back memories
Theoretically the actual limiter for the game is the version if windows you have because the base windows version most people have only uses up to 64 cores, the theory is if you buy a higher grade version of windows like the 128 core version the game could then use more cores.
Doesnt matter when it doesnt use the cores efficiently anyways. 64 cores arent 4x faster than 16 cores or even close, so I have no idea what the extra load is used for.
Thanks for the heads up. I’m at 230,000 now and I will stop zoning residential.
I am having the same problem. When it’s all said and done the main factor is they need to optimize the game the correct way that’s it. Because they don’t want the modders to make the mods to help the game become much better because that they’re not doing it.
Congratulations for 50k subscribers timeister i am your subscriber from 7k subscribers and I love your videos a lot, I wait for new videos from you and yeah you wont disappoint with the game and content I am very much impressed.
This exactly is the reason why I had to stop playing the game. I have a low spec computer and was not able to play the game properly, it crashed every single time I tried playing.
Honestly I'm not surprised this is an issue. Trying to simulate life at any level of detail is computationally intensive because life is complex.
It can be fixed with public transit, as it will be fewer cars and citizens on the street if they get to places fast.
I miss the times of Cities XXL where You could build cities of 15mln people.....pity we can't do that in CS2. At this point, one would need a quantum computer to run this game in a satisfactory level ;) hahahaha
I would think that there would be some performance boost in deactivating the CIMs, is there any way to turn off the CIMs but keep the vehicles? I really don't care if I don't see people walking around.
Actually there is one thing that can help more than people realize, and its making a clean Windows install. Meaning both reinstall from scratch, as that can sometimes improve performance (see Hub's video, tech is complicated) and also not having a bunch of background apps which drain cpu performance. I got over 10% performance boost.
There should be a mod to turn of simulation off completely or limit it so that players who just want to 'build or have fun building the city and not care about what citizens do' can have better performance.
Great Video and Information. Thank you
I haven't played in a long time due to not being able to accomplish two goals, build the "grand Boulevard" (couldn't remove unneeded surface and copy/paste sections) and the city's focal point, the "Ultra-needle" / 3x sized Space Needle (couldn't separate the various parts).
Nicely done!
They tested a thread ripper on cities 2:
"Why Does Cities Skylines 2 *only* Use 64 Cores? ft. @LinusTechTips"
The Hot Path Show Clips
that’s what happened to my city of 600k its just sluggish and my computer performance clearly doesn’t matter…
Mine has 300,000 population I'd have to buy a new PC if I want to expand it. I hope they keep optimizing it, until then I'm waiting.
I think that regardless of the updates done since you started Bixton a few months ago, they didn't have much impact on the simulation of this gameplay as starting a new city now would have. That was my problem with a city that went smoothly through a few updates around summer and autumn last year.... yet it didn't work very well... which i only discovered after starting a new city.
So i'm not as happy as should be after discovering it as that means that even without any video recording for public, only playing for myself, it's best to start a new city after each update... and they are frequent because of what state the game was forced into.
Try quickly build a 250k city from a scratch now (nothing fancy, and really nothing fancy, just for testing purposes) and check if that's got the same speed problem.
Sad to see Bixton & other huge cities to end like this, but that all depends on ur rig, (PC). It is how it is for some ppl.
It's mod called simulation speed that puts this in the UI. Great mod. I have a 7950X3D & mine drops at well. I think it's game optimization as well. I have a 520K city & it runs in the 8's. My utilization is in the 60's. I have 64GB od 6K memory
Simplify pathfinding. All I heard was a big giant highway straight true downtown like a true American 😂
We need mods like the building and service blocks that simulate real buildings and then a mod like procedural objects, so that we as players can dictate exactly what kinds of buildings are real and which ones are dupes. This allows us to build with infinite scale. Though one drawback would be that since there’s way less people there won’t be realistic traffic. This method was “technically” possible with cs1 but was once more limited by the node limit and building limits, then procedural objects also were gpu intensive. If wecan strike a balance between these, i may finally be able to build a megalopolis
I really wish they could get the game to run on a good machine with up to 1 million. However, an easier fix would be to offer stable speeds like 0.5, 0.25, 0.1. The slowdown is bad, but the jittering is almost more distracting. If a big city can’t run at 1x speed, I’d rather the game work at a smooth slow speed that it can handle. There’s enough work to do in such a big build, you can just zone something in and come back much later when it’s done lol
In so many words in 25 min is that the game technology is beyond advanced of today's technology for computers. Just like in cs1 it will be a great game 10 years from now when technology catches up. Will never be actually console ready without cutting out chunks of the game.
Incredible!
Have you thought about making a new city on a different map?
Yup thats the plan!
@ that’s awesome. I’m getting super hyped for that new series
That's awesome!
I've been binge watching Timbukton, @Timeister and had me thinking.... would you do a similar project is CSII and is that the intent for Brocton?
I think the best optimization would be to have three different levels of simulation architecture and agent sophistication that corresponds to the distance from the player camera and make it function similar to how a Level Of Detail (LOD) model works for graphics optimization.
The first level is the highest level of simulation quality and sophistication which is present within the closest proximity to the player camera. Let’s say a 0.5 mile radius from the camera for example. In this scale every individual agent has their own pathfinding algorithm like it is now in CS2. This would be a level 1 simulation.
After that 0.5 mile radius the architecture transitions to a level 2 simulation for a radius >0.5 mile from the camera but
I have been watching this series since day one, and its a shame that the simulation speed is so low AND I PRAY THIS SERIES DONT END PLZ DONT END IT LIKE TRY TO WAIT FOR UPDATE
The only things to help with this issue are getting an AMD R7 9800X3D and trying to optimize your city. Having people, workplaces and services as close to each other as possible so all the pathfinding would be as simple as possible.
But yeah, I think we'll have to wait for some years until we have CPUs that can handle massive cities easily. Hopefully CO can optimize this game to improve simulation times for weaker CPUs.
Do you have the bye bye homeless mod ?
Well that's why we let it simulate overnight.
Brother i was just thinking about you that when will you upload the next video and I just got the notification 😂😅
So I thought this was my gpu and cpu so I upgraded them and now I’m relaxing it’s the simulation speed
Yeah, this is game problem. Despite how good the game is getting (despite its issues still), the game's optimization and performance is being left behind. Even the 4080 & 4090 lineups, and the AMD equivalents struggle to run this game. I really hope they fix this soon with upcoming patches. Anyway, love your vids! May Bixton live forever! 🧡
Bought the game a day or so after it was released, never managed to play my 8th gen i5 cant handle it
Aww your cat is so cute
Get a 9950x3d for 20% better performance! :P
Edit: I've actually made tests with basically all Ryzen 7000 series processors, some simulated (7600x, 7700x, 7800x3d, 7900x, 7950x, 7950x3d). But havent compared to eg. 5000 series. Maybe if you or someone would be interested to create a community test hub to test relative performance. The way I test and imo the best way is loading up the same city paused, and then let the game run eg. 10 minutes, then check which time it gets to in-game. I found out that from lower cores, the increased speed is basically linear with the increase in cores, however the more cores one has the less they start to matter, diminishing returns. Also x3d helps, but not that much.
My setup has a intel i5-6600k. I notice my sim speed crumbeling right at the beginning with a few thousand people.
Hello , I know this is unrelated but does anyone know a fix to city skylines 2 kicking out problem because everytime I load the game and get into the loading screen , Ot kicks me out of the game , And it has been like this for me for iver a month ( maybe even two ) so does anyone know a fix
Yes I do have mods but It moslty consists of map mods , so if thats the issue , how do I delete them?
Does this video means that this is the last Bixton episode?
Not necessarily. I'll mostly do ploppable builds going forward and a lot less zone-based projects. Sim speed doesn't matter as much with plopped builds.
@@Timeistertry “super fast building” mod to skip the construction cooldown
Okay, bare with me on this please.. I'm old. TIA
I love City Skylines. The original. I haven't even thought about buying this version because my pc just can't handle it.
Even on an older game like Banished "Colonial charter" I will hit a wall once I get above {X} usually it's when my food levels are in the 700 thousand range. In November of 24 I maxed out
Year 56 is my Best game to date with 757 citizens. Probably overdoing it a bit I guess. Even on ten speed it's slower than normal when I am starting. So I tend to quit playing.
Would a solid state drive help? Or do I just need to sell my left leg for a better PC. This was built for me about 5 years ago by a friend. Just as something to knock about with. I am disabled so I have time on my hands.
Any tips for getting better speeds will be greatly appreciated. Sorry no, I do not know what the specs are for this one. But it is nothing like some of the ones I've seen gamers using
So you're going to be starting a new city then ?
I also have the same problem...but my laptop with a i7 starts slowing down at around 100k wich makes Building bigger cities almost impossible for me
They should just have the game only render/simulate what you are near/see so it doesn't bog down your PC.....
They should have moved away from Unity and gone with Unreal Engine
You should post more
it was the same on CS1 (for me), they never fixed it....
I think you're highly overestimating the performance capabilities of your current computer
How so?
I play it with a pretty low spec. 10700k and 4060ti. And I play 680k city fine.
How my i5-13400f performs worse than ur 9 5900x
My simulation can't run stable 1x speed with 120k population
This game is definitely a huge disappointment. I wonder how they could make a game worse than the modded version of the first game. Simcity needs to come back immediately and heat up the competition.
Spending fortunes to play poorly optimized games is something no consumer should do.😮
If it's doing this on PC. xbox stands no chance
Early
First🎉