[HN Gopher] Why Cities: Skylines 2 performs poorly
___________________________________________________________________
 
Why Cities: Skylines 2 performs poorly
 
Author : paavohtl
Score  : 512 points
Date   : 2023-11-05 17:54 UTC (5 hours ago)
 
web link (blog.paavo.me)
w3m dump (blog.paavo.me)
 
| candiddevmike wrote:
| > Quite a few YouTubers and streamers got early access to the
| game, but they were explicitly forbidden to talk about
| performance until the regular review embargo was lifted.
| 
| This, along with games like Alan Wake 2 getting phenomenal
| reviews in the face of terrible performance and game breaking
| bugs, makes me wonder why folks trust the current corrupt review
| system, of which streamers are now part of too.
 
  | solardev wrote:
  | Alan Wake 2 looks a lot better, though. From the article:
  | 
  | > As a comparison similar hardware in Alan Wake 2 -- which was
  | released the same week as C:S2 and is considered by some to be
  | the best looking game of this console generation -- reaches
  | comparable average framerates with all settings cranked
  | including path tracing, either at 1440p without any upscaling
  | magic or at 4K with some help from DLSS. I think that's a good
  | illustration of how bizarrely demanding C:S2 is.
  | 
  | I love CS:2, but it does run noticeably worse than every other
  | game I have (using GFN's RTX 4080, which normally never lags)
  | with outright stutters lasting a few seconds at a time,
  | interrupting whatever I was doing. And it does that without
  | looking really any better than its predecessor. And even if you
  | turn down all the settings, it still lags quite a lot.
  | 
  | I think most people playing city builders don't necessarily
  | demand super-next-gen graphics, but performance that can keep
  | up with the growth of their cities.
  | 
  | I still gave CS:2 a positive/thumbs-up review, but I can
  | understand why so many people are frustrated with it. Launching
  | with such a limited number of building options and no editor or
  | mod support was also kinda a let-down. Still, I'm excited about
  | the foundation they've made in 2, and think that it'll be
  | awesome in a few years' time.
 
    | candiddevmike wrote:
    | This is why steam reviews are nice. It's fine to review
    | something negative out of the gate and review it more
    | favorably once it's in better shape. This helps other people
    | more than rating it positively.
 
      | solardev wrote:
      | Yeah, I love the review score histogram over time feature
      | too, along with the "Overall reviews" vs "Recent reviews"
      | summaries.
 
        | 0cf8612b2e1e wrote:
        | I wish there was a way to discount the first month of
        | reviews from the overall score. I assume that the people
        | who buy, play, and review the game immediately are the
        | super fans who have extreme views on what makes the game
        | good.
 
        | solardev wrote:
        | There is! You can click and drag on the review date graph
        | to any custom timeframe you want. Then it'll calculate
        | the overall rating of just your selected date range for
        | you.
        | 
        | I wish I could post an image here for you :( But
        | basically just go down to the reviews, expand the graphs
        | (with "Show Graphs"), and click and drag a box on the
        | left hand one.
 
  | squidsoup wrote:
  | Alan Wake 2 performs well on PS5, and I haven't encountered any
  | "game breaking bugs" (about 3/4 of the way through). There's no
  | conspiracy, it's a fantastic game.
 
  | TazeTSchnitzel wrote:
  | Some reviewers stand up to this kind of stuff (sometimes at
  | great cost). You can choose to follow and support those
  | reviewers. But the general rule is to simply never pre-order
  | stuff.
 
  | purpleflame1257 wrote:
  | Gamergate, to a certain extent, was indeed about ethics in game
  | journalism. It just got hijacked into culture war bullshit like
  | everything else.
  | 
  | But who cares? As long as the sheep keep preordering the music
  | won't stop.
 
  | FireBeyond wrote:
  | > makes me wonder why folks trust the current corrupt review
  | system, of which streamers are now part of too.
  | 
  | Agreed. There's such a whole world of unreported 'sponsored' or
  | otherwise products, and streaming is a big part of it. And no-
  | one is immune.
  | 
  | When the cheesegrater Mac Pro came out, I watched a lot of
  | videos on it, particularly on YouTube in the photo/video
  | segment - I was planning to get one, and while I had other uses
  | for it, I'd be doing a lot of photo work on it in my
  | recreational time.
  | 
  | Quickly I noticed just how many of the big name streamers had
  | launch day or very early access to the Mac Pro and Pro Display.
  | Sure.
  | 
  | And then I noticed how each and every one spun it as "I just
  | got mine", "just bought one", and so forth. All organic, they'd
  | have you believe - not a single one said "Apple sent me this".
  | And yet...
  | 
  | By "a curious coincidence", _every single one_ had seemingly
  | ordered the _exact_ same spec: an 18 core CPU, 384GB of memory,
  | the Vega II Duo GPU, and 8TB SSD, and the nano-textured
  | ProDisplay.
  | 
  | So what, you might think, that might have been the quickest
  | shipping order. Also an $18,000+ computer, $25K with the
  | display.
  | 
  | And if you're a photographer, even if you're working on medium
  | format digital, and 100MP images, you in no way shape or form
  | need 384GB of memory, or that GPU. For me, LightRoom / Capture
  | One and Photoshop all barely sweated on my 12 core 192GB W5700X
  | variant.
  | 
  | So then Occam's Razor applies. What are the odds that, even of
  | just the 8-10 streamers I watch, they _all_ got _exactly_ the
  | same spec Mac? Or is it that that was the spec Apple was
  | sending to high popularity streamers?
  | 
  | Except not a single one even implied that that might have been
  | the case. And I don't doubt that many or all bought their own
  | at some point. But I suspect it was mostly "got one from Apple,
  | talked it up, and then substituted it with my own when it
  | arrived".
 
    | zf00002 wrote:
    | I've been getting into sim racing lately and a majority of
    | the youtube reviewers do this thing where they claim it's not
    | a sponsored video but the company sent them the product for
    | free. And that's the same problem when it was magazines
    | publishing glowing reviews of mediocre products just so the
    | gravy train of free stuff doesn't end.
 
      | FireBeyond wrote:
      | Those would be _somewhat_ better if they made a point (I
      | 've seen some in the photography world do it with smaller
      | things) of "and after I go through a review, I'm going to
      | give it away to a viewer/follower..."
 
    | throw3823423 wrote:
    | And it gets worse the smaller the market is: There is a
    | chance that a youtuber with sufficiently large following
    | could actually choose to buy said mac pro, because their
    | revenue might be pretty large. But then you look at, say,
    | boardgame reviews. Nobody, ever, buys a game. But the number
    | of views isn't good enough to dedicate the time to it as
    | anything other than a hobby. Thus, anyone posting enough that
    | they make it their job is also getting sponsored on top of
    | the free product, but nobody wants to tell you that. Thus,
    | all you are seeing is 100% ad, just shaped as a review, or as
    | entertainment.
 
    | DonHopkins wrote:
    | Hey, it worked for Jerry Pournelle and Robert Scoble ...
 
  | make3 wrote:
  | it should be illegal imho. You straight up shouldn't be allowed
  | to tell reviewers what they can and can't review
 
    | perihelions wrote:
    | Strong agree. It should be core FTC rulemaking to prohibit
    | this; it's a form of advertisement masquerading as
    | independent review.
    | 
    | (If the subject of the review sets conditions on its content,
    | to restrain the reviewer from discussing their negative
    | observations, it has the character of an advertisement. The
    | subject is enforcing editorial control; thus, they have
    | partial authorship/editorship of their own "review". Either
    | you sign your name to your *ad*, or, the reviewer signs their
    | name to their unburdened conscience--there is no in-between).
 
      | jsnell wrote:
      | What's being described isn't an example of conditions being
      | set on the content of the review. It's an embargo date on
      | _when_ a review may be released, and a restriction of what
      | may be publicly disclosed _before_ the review is published.
      | 
      | There's nothing wrong about that, and in fact forbidding
      | embargo dates would have a pretty bad outcome. It would
      | result in reviewers getting no early review copies, and
      | having to rush out shoddy reviews ASAP after the release.
      | Likewise the customers would have no access to reviews on
      | the release date, and would either need to wait or buy the
      | game blindly.
 
  | madeofpalk wrote:
  | Internet now is full of non-journalists ("content creators")
  | producing what people substitute for journalism.
 
  | doikor wrote:
  | > Alan Wake 2 getting phenomenal reviews in the face of
  | terrible performance and game breaking bugs
  | 
  | There is no terrible performance and the game breaking bugs are
  | very rare (as in none of my ~10 friends who bought the game ran
  | into any of them on their first playthrough). Yes it is a
  | demanding game but it is also one of the best looking games
  | ever made.
  | 
  | Yes the game is demanding if you max out everything but as it
  | runs at 30/60 fps in quality/performance modes on PS5/Xbox
  | Series consoles it does run at those (or better) framerates on
  | PCs very easily.
  | 
  | Only case when you get bad performance is when you use
  | incompatible hardware (old graphics cards without mesh shader
  | support)
 
  | gorbachev wrote:
  | It's always been like this. Long before streamers got involved.
  | Video game magazines (the paper ones...remember those?) had the
  | same exact process for reviews. Game publishers expected
  | certain things in return for access to future game releases and
  | most video game magazines cooperated.
  | 
  | Every two years or so there was a scandal about either
  | reviewers calling out a game publisher about the bullshit, or a
  | widespread backlash against obviously lacking reviews.
 
  | wincy wrote:
  | I'm running Alan Wake 2 on an RTX 3080 with a 7800X3D and the
  | first few sections in the forest (don't think describing forest
  | scenes in Alan Wake 2 is a spoiler here) ran around 30fps, and
  | then the absolutely sumptuous next few levels (man the maps are
  | gorgeous) have been running at 60fps rendered at 1080p upscaled
  | to 1440p.
  | 
  | It didn't seem like turning down settings caused a huge
  | increase in frame rate so I just put everything to max and man
  | it looks great. So you at least feel like there's a reason your
  | graphics card is running at 82degC and your fans are spinning
  | up.
  | 
  | On the other hand, my wife was a huge Cities Skylines 1 player
  | and bounced off the game pretty hard, as the low frame rates
  | doesn't come with any sort of real upside.
 
| simonebrunozzi wrote:
| I don't play videogames, but I am familiar with famous titles
| like this one.
| 
| I would have loved to see something really bold, such as Cities
| set in Venice, and the task is to revamp the city. More
| interesting, instead of cars, cars, cars...
 
  | candiddevmike wrote:
  | There's a game kind of like that, maybe, called Cities in
  | Motion (also published by Paradox...) where you build mass
  | transit for existing cities. Buses, subways, trams, etc. It's
  | narrow focus is pretty fun, while there isn't a Venice city,
  | it's about revamping existing cities kinda.
 
  | solardev wrote:
  | You might be more interested in the Anno series then, of which
  | 1800 is the most recent release:
  | https://en.wikipedia.org/wiki/Anno_1800
  | 
  | It's set in the early industrial era, so a lot of sails and
  | rails and small colonies exporting things all over. I can't
  | remember if there are cars yet, but if there are, it's not a
  | major focus. Some of the levels have you revamping existing
  | towns, while others let you start from scratch.
  | 
  | (Edit: Anno 1800 is actually free to play on Steam this
  | weekend: https://store.steampowered.com/app/916440/Anno_1800/)
  | 
  | An older title, Anno 1404, had a Venice expansion too:
  | https://en.wikipedia.org/wiki/Anno_1404#Expansion
  | 
  | All of them are playable on Ubisoft+ for $15/mo (I think?), so
  | it's a pretty low-risk investment if you want to try them. If
  | you don't have the hardware, you can also stream them on
  | GeForce Now and, I think, Amazon Luna.
  | 
  | Games are super accessible these days!
 
    | notahacker wrote:
    | I'd love to see something with the flexibility and sandbox
    | nature of Skylines and the historic themes of the Anno series
    | (which has pretty graphics but is ultimately tied to a grid
    | and more about sticking buildings on the right tiles to
    | maximise efficiency than worldbuilding)
 
      | solardev wrote:
      | Have you tried 1800? The grid there is a pretty "soft" one,
      | meaning it's more like a visual guide than anything
      | enforcing gameplay. It's not that different from zoning and
      | road-building in Skylines, where your beneficial buildings
      | (like hospitals and police stations and schools) also have
      | a limited radius of effectiveness.
      | 
      | Gameplay vid with no commentary, if you wanna see:
      | https://youtu.be/jxm_ZroHj3E?si=qDnn1AK1d2kdVAf-&t=68
      | 
      | The campaign might be linear, but the sandbox mode feels
      | like a mix of Cities and Civilization to me. It kinda
      | scratches that sandbox itch, though the focus on trade (vs
      | city-building) got a bit tiresome for me.
      | 
      | I think CS:2 also copied some of the mechanics from 1800
      | (like the customizable placement of farms around production
      | buildings), trade buildings for lumber, ore, etc.
 
      | solardev wrote:
      | PS: 1800 is free this weekend, if you wanna try it
      | https://store.steampowered.com/app/916440/Anno_1800/
 
  | mrkeen wrote:
  | I heard about city simulator games modelling the number of
  | carparks they'd need before deciding to scrap them instead.
  | 
  | If they left them in, it would have been a fun challenge to
  | minimise them.
  | 
  | https://www.theverge.com/2013/5/9/4316222/simcity-lead-desig...
 
    | solardev wrote:
    | Parking and traffic is actually a big deal in Cities:
    | Skylines too, both 1 and especially 2. Traffic will make a
    | lot of areas harder to get to.
    | 
    | The second game adds parking lots of various sizes, parking
    | structures both underground and above ground, etc. But it
    | also encourages you to build alternative public
    | transportation like buses, trolleys, trains, metros, etc.
    | (Sadly no bicycles in the 2nd game yet).
 
      | chc wrote:
      | Cities: Skylines was sort of a follow-up to Cities In
      | Motion, which was entirely about transportation, so that's
      | a very essential part of its DNA.
 
        | Tijdreiziger wrote:
        | As someone who played a lot of CiM, CiM2 and C:S: they're
        | not as similar as you might expect.
        | 
        | The CiM games were all about public transit, cars played
        | a supporting role at best. IMHO, they're the best transit
        | games ever made.
        | 
        | In C:S, it's the other way around: managing car traffic
        | is imperative (to the point that many recommend
        | micromanaging intersections with mods such as TM:PE), and
        | transit takes the supporting role (although it's still a
        | lot of fun).
 
  | GaggiX wrote:
  | No idea why you were downvoted, there are big limitations about
  | this game: the zoning made of squares favors grids, lack of
  | bike infrastructure, no progress has been made on this, so yes
  | cars and grids unless you want dead areas.
 
| tomcam wrote:
| You know things are rough when...                   The game ran
| so poorly         that Windows Game Bar         refused to
| acknowledge         there even was a framerate.
 
  | booboofixer wrote:
  | > The teeth are not the only problem
  | 
  | > this written article from PC Games Hardware (in German) or
  | this video from Gamers Nexus (in Americanese)
  | 
  | Humor and a great blog design, made my day.
 
    | belltaco wrote:
    | Isn't GN Canadian? I mean North Americanese.
 
      | Arnavion wrote:
      | GN is in the US. Maybe you're thinking of Linus Tech Tips.
 
| darklycan51 wrote:
| Why did they make the game in Unity instead of UE5? I assume it's
| something around the likes of "Staff is more comfortable with
| Unity", right, so let's release a game that runs like absolute
| garb. because we want to use a specific engine.
| 
| Next time I wanna take out my graphics card from my PC I'm going
| to use scissors instead of screwdrivers because I'm more
| comfortable with them.
| 
| When did the gaming industry become a place where what people
| inside the company want matters more than the end user? People
| love to cry about developers not being responsible for the state
| the gaming industry is at right now, but I disagree, and this is
| an example. Had they simply responded with "We cannot do it with
| Unity" management would have had no choice but to switch to
| Unreal 5.
 
  | twodave wrote:
  | I think self-preservation probably plays a role here, too. If
  | you think management will just fire you and hire someone who
  | will claim they can build it in Unity, then maybe you decide
  | this isn't the hill you want to die on.
 
  | andybak wrote:
  | UE5 isn't some magic pixie dust and Unity isn't a curse from
  | which it is impossible to recover.
  | 
  | Whilst some of the issues here are potentially the fault of
  | DOTS and HDRP not being production ready (in combination at
  | least) there's plenty of blame to go around.
  | 
  | Elsewhere other people are making gorgeous and performant games
  | in Unity.
 
    | Arelius wrote:
    | Yeah, and city builders have a very unique set of constraints
    | that would prove to be a misfit for most modern off the shelf
    | engines,
    | 
    | And remember, despite Epic's efforts, UE is still a
    | first/third person engine at it's core. I wouldn't nr
    | surprised if the challenges using Unreal would be at least as
    | great if they had chosen that.
 
      | andybak wrote:
      | DOTS was actually a perfect fit for complex simulations
      | (and the article hinted that it probably had a positive
      | effect on CPU usage)
      | 
      | All the issues are around rendering and HDRP - which by the
      | sound of things is still not properly integrated with DOTS.
 
        | Arelius wrote:
        | Fair enough, but Unreal's Renderer isn't the best fit for
        | this sort of game either.
        | 
        | And their data based ecss is still behind DOTS for
        | simulation last I checked
 
      | darklycan51 wrote:
      | Stormgate is using Unreal engine just for the graphics and
      | it's doing pretty fine...
 
        | Arelius wrote:
        | I'm not sure that's super relevant.
        | 
        | Firstly, just because they can use Unreal doesnt mean
        | that it isn't causing problems, even you state that they
        | are using it juat for their graphics which inplies
        | challenges.
        | 
        | It's a completely different game by a completely
        | different team. And it doesn't appear to be released yet.
        | So it seems very premature to be judging it based on
        | runtime performance..
        | 
        | Now, personally, I would choose yo build an RTS l/Builder
        | in Unreal over Unity over time. But that's almost
        | entirely due to my experience with Unity the company and
        | their antagonistic incentives towards their developers,
        | and the ease in which it is to get source access and
        | little to do with technical engine fit. Honestly, in my
        | professional opinion, the design of Unity is more
        | flexible in this regard, and I'd consider it a reasonable
        | decision to try to use Unity from a technical engine
        | design POV.
 
  | solardev wrote:
  | This is a sequel to Cities: Skylines 1, which was also written
  | in Unity. It was probably easier to reuse code (and personnel)
  | for the sequel without switching to a totally different engine?
  | 
  | Maybe for CS:3 :)
 
  | wilde wrote:
  | It is very possible to make a game that runs like shit in
  | Unreal. Immortals of Aveum comes to mind.
 
  | spoonjim wrote:
  | > When did the gaming industry become a place where what people
  | inside the company want matters more than the end user?
  | 
  | Happened everywhere. Now if you run an intense company where
  | people are expected to work hard towards ambitious goals or be
  | fired, you're "toxic"
 
  | BillFranklin wrote:
  | The model LOD issues described in the article can be fixed
  | without changing engine. It's slightly easier to hire Unity
  | devs to work around Unity issues vs hiring Unreal devs because
  | there are many more Unity devs (Unreal has 13% of the market).
  | Plus Unreal takes a 5% royalty fee on all sales, vs a flat fee
  | for using the Unity engine.
 
    | Arelius wrote:
    | What is that comparing? Beware of sampling mismatch. Due to
    | Unreal's use in AA and AAA and the size of those teams, I
    | wouldn't be surprised to see the statistics reversed when you
    | limit the talent pool to the set of people you need.
 
    | capableweb wrote:
    | I don't think was a huge concern for Colossal Order (the
    | developer of Cities: Skylines) as the team is very tiny and
    | they're not trying to grow like crazy. Seems they're happy
    | being a smaller studio, so having 100,000 Unity devs
    | available on the market VS 10,000 Unreal Engine devs makes
    | less of a different (numbers made up, don't quote me on
    | those)
 
  | raytopia wrote:
  | UE5 is no magic bullet.
 
  | Xeamek wrote:
  | What makes You claim that game like this can't be made in
  | Unity?
  | 
  | Cause honestly this sound like the typical "Unity bad, UE with
  | their flashy trailers good". But maybe You actually do have a
  | valid reasoning, please share it then
 
    | jokethrowaway wrote:
    | The rendering pipeline for DOTS is incomplete.
    | 
    | The studio had to implement it.
    | 
    | Sounds serious enough to try something else, especially given
    | Unreal has Nanite. I think on the ECS side they're lagging
    | behind though
 
  | coffeebeqn wrote:
  | Sounds like the biggest problem was an insanely beginner
  | mistake - I'm guessing they had inexperienced interns model
  | most of the buildings so the poly counts are absurd. And no one
  | checked the poly counts before putting them in the game? I'm a
  | little confused how they screwed this up after already shipping
  | Cities 1 which didn't have any major issues like this
 
  | WhereIsTheTruth wrote:
  | Unreal is not the panacea
  | 
  | The problem is the developers more than the engine choice
  | 
  | Most of the AAA released this year had performance problems,
  | most of them were built using Unreal 5
 
  | Arialonomus wrote:
  | I would argue that UE5 is even less suited to a game like this
  | than Unity is. Unreal certainly has impressive rendering tech,
  | and it has designs towards increasingly becoming a generalist
  | engine, but it is clearly designed with certain genres in mind
  | (i.e. 1st and 3rd person games like RPGs, Shooters, Action
  | games, etc.). A city-builder in UE5 would present a whole host
  | of other challenges, and many of the high-tech rendering
  | features would likely be overkill. Not to mention, Unreal games
  | have notorious performance issues of their own--though there is
  | dedicated effort to resolving those.
  | 
  | Unity is designed more as a general engine, but it comes with a
  | lot of baggage in terms of half-baked features and optimization
  | difficulties. As the author mentions they really unlocked their
  | potential with implementation of Unity's ECS framework, but
  | they were still chained to Unity's rendering tech, which has
  | been underdeveloped for several years now.
  | 
  | My observation tends to be that simulation games are the ideal
  | case for custom engines. While there are some commonalities
  | across games, compared to many other game genres, they don't
  | get a lot of benefits from standardizations. Sim games often
  | end up kneecapped by trying to conform to existing engine
  | frameworks instead of spinning up something optimized to the
  | way their systems work. It requires a lot more technical know-
  | how than an action-adventure game or a platformer, and the up-
  | front cost to developing your own tech is an order of magnitude
  | compared to using out-of-the-box solutions. I think with the
  | massive success of C:S, Colossal Order was in an excellent
  | position to try something ambitious.
  | 
  | Maybe with open-source tools like Godot having more flexibility
  | in their frameworks, where you can just get the parts you want
  | (rendering approach, etc.), it'll be easier in future to
  | develop more specialized custom tech for games.
 
    | Arelius wrote:
    | This for sure.
    | 
    | City builders, and certain classes of RTS are really the last
    | major forms of games that really are very poor fits for
    | modern off the shelf engines.
    | 
    | Honestly, trying to build one in either Unreal or Unity is
    | going to be a painful experience with challenges likely
    | surpassing having just built the engine you need in the first
    | place.
    | 
    | But Engine selection is really only a technical decision less
    | then half the time these days anyways.
 
      | darklycan51 wrote:
      | Frost giant is building stormgate, the spiritual successor
      | of starcraft 2, with even better/smoother gameplay than sc2
      | with Unreal Engine 5, they picked what parts they reused
      | such as the renderer and built the underlying stuff from
      | scratch, but still
 
| inoffensivename wrote:
| I spent 40 minutes trying to eke out more than a handful of fps
| on an empty map with the resolution set at 1080p with Proton
| Experimental. I gave up and got a refund, I'll try again if they
| fix the awful performance.
| 
| I got a tremendous amount of enjoyment out of the first
| instalment of the game, it's a big bummer that I can't give this
| one a go
 
  | solardev wrote:
  | It's pretty playable on GeForce Now, for what it's worth. Still
  | a big laggy, but I was able to play for many hours without
  | major issues... just the occasionally annoying but livable
  | stutter.
 
    | JCharante wrote:
    | GeForce Now has been amazing as a mac only user
 
      | solardev wrote:
      | Same.
      | 
      | I have a M2 Max and GFN is much much easier than trying to
      | set something up with GPT (Game Porting Toolkit) and
      | Whisky, and much faster & quieter too. An RTX 4080 running
      | in their data center means no local heat and noise.
 
      | Unfrozen0688 wrote:
      | Yes because you have no other options.
 
        | solardev wrote:
        | There's lots of options? GPT, WINE Crossover, Luna,
        | Boosteroid, Shadow.tech... none of them run as well as
        | GeForce Now, though. Or a dedicated gaming PC.
 
    | Unfrozen0688 wrote:
    | Dosent really count as it is not rendering on your machine...
    | ofc its good there.
 
      | solardev wrote:
      | So? That's even better. Doesn't use my battery life or
      | create noise & heat. Netflix isn't run on my machine
      | either.
 
        | Unfrozen0688 wrote:
        | Sure, but then it does not have any relevance to the
        | article.
 
        | smolder wrote:
        | It just uses natural resources to outfit and power data
        | center stuff to create heat and noise somewhere further
        | away. Netflix... is fairly efficient, though being on-
        | demand, perhaps much less so than broadcast TV.
 
  | DonHopkins wrote:
  | Try not fluoridating the water, defunding the dentistry
  | college, and subsidizing sugar, so everyone's teeth fall out.
  | Runs much faster then!
 
  | deanCommie wrote:
  | The fix fits into a tweet ->
  | https://twitter.com/ColossalOrder/status/1716883884724322795
  | 
  | > If you're having issues with performance, we recommend you
  | reduce screen resolution to 1080p, disable Depth of Field and
  | Volumetrics, and reduce Global Illumination while we work on
  | solving the issues affecting performance.
  | 
  | This is all I had to do to get smooth performance on an AMD
  | Radeon RX 5700 XT
 
| kossTKR wrote:
| This is everything wrong with both (sweatshop) games and
| programming!
| 
| This is 180 of how people programmed for the older consoles in
| the most fun and creative ways to squeeze the most out of smaller
| hardware.
| 
| Take a look at this for comparison:
| 
| https://arstechnica.com/gaming/2021/09/war-stories-how-crash...
| 
| Reminds me of the state of frontend development where you need
| 8000 tools and dependencies to show even the simplest of things,
| and i'm not surprised they bundle React for the menus.
| 
| I absolutely hate this way of doing things, because for me all
| art, all engineering, all creativity is about boundaries, dogmas,
| and squeezing and optimising the hell out of your _elegant_
| systems.
| 
| I mean even in my small webgl/threejs projects the fun part was
| getting every last bit of eye candy out of the smallest file
| sizes i could, simplifying geometry, lowering resolution, while
| maintaining great looks.
| 
| 100k vertice log piles and hundreds of people with teeth?
| 
| Optimisations like this aren't even hard or time consuming (and
| they are fun) - can anyone clue me in on why you ship your stuff
| in this state - what happens in a studio like this? Is it 100%
| shitty work conditions? How could single devs and small studios
| create relatively large games with love 20 years ago for small
| money?
 
  | xyzzy_plugh wrote:
  | I typed something very similar in parallel with you. Guess the
  | engineering typically required is no more? At least not here.
 
    | mschuster91 wrote:
    | Pay peanuts get monkeys. Game dev has been infamous for
    | taking in young, fresh college graduates, promise them
    | "credits" and "fun life" and then run them through the
    | grinder for shit pay. And eventually, even those who survived
    | the grinder and ended up living long enough to become seniors
    | burn out, and that's how you get this kind of clusterfuck in
    | the end.
    | 
    | Game dev _seriously_ needs to follow the VFX industry and
    | unionize. I have zero trust left in fellow gamers to _not_
    | buy games from unethical producers.
 
      | ajmurmann wrote:
      | Make people work 12 hour days to ship before you go out of
      | business and corners will need to get cut. Insulting
      | engineers and describing them as "monkeys" because you are
      | unaware of businesses function is quite unwarranted. "Real
      | engineers" need to take a real look at themselves!
 
        | mschuster91 wrote:
        | "Pay peanuts get monkeys" is a proverb.
        | 
        | > Make people work 12 hour days to ship before you go out
        | of business and corners will need to get cut.
        | 
        | Won't happen. The US barely has any employment laws, and
        | so do many other countries of the world.
 
        | ajmurmann wrote:
        | What won't happen?
 
        | mschuster91 wrote:
        | As long as the government doesn't ban employing people
        | for 12 hours and more straight for weeks, and actually
        | _enforces_ that ban, there will always be enough
        | employers doing so, and enough people willing to go
        | through with it  "for the credits".
 
        | ajmurmann wrote:
        | Especially in am industry that sees depressed wages
        | because it's the dream job for many.
        | 
        | I'm still not sure what from my original statement won't
        | happen.
 
      | chc wrote:
      | Game dev in general is that way, but my impression was that
      | Colossal Order had traditionally been a little better than
      | most. I suppose I may have been mistaken.
 
  | Dalewyn wrote:
  | We make faster hardware and software will bloat to consume
  | it.[1][2][3]
  | 
  | [1]: https://en.wikipedia.org/wiki/Andy_and_Bill%27s_law
  | 
  | [2]: https://en.wikipedia.org/wiki/Wirth%27s_law
  | 
  | [3]: https://en.wikipedia.org/wiki/Parkinson%27s_law
 
  | QuickMinuteOats wrote:
  | Pardon the snark, but the answer should be obvious: budget and
  | deadlines.
  | 
  | Producing well-optimized, "clever" code usually requires
  | magnitudes of more time than the simplest, quickest solution.
  | Hobbyists line yourself, and a few companies like Nintendo, are
  | typically the only ones that can afford to spend time
  | optimizing like you describe.
 
    | kossTKR wrote:
    | I get that to an extent, but it would literally take at max a
    | day for a person to run thousands of meshes through an
    | acceptable SimpifyGeometry function or sorting all models by
    | vertice size and removing the most idiotic ones, or remove
    | the teeth in one go.
 
      | ajmurmann wrote:
      | Sure. Who is gonna prioritize that? Engineers likely have
      | no discretionary time left and are even working weekends.
      | Even on a web project I've been on, I had PM complaint
      | every meeting about loading times of a admin interface. I
      | told them every time that they should than prioritize the
      | pagination ticket I had written. After a months of this
      | shit, I took time out of my Saturday and just added it. I
      | wouldn't have done that if I had already had to work nights
      | and weekends.
 
        | jokethrowaway wrote:
        | Working overtime is just insane to me. Why can't you just
        | ignore the PM and do it during normal hours?
        | 
        | What are they going to do? Fire you?
 
    | imiric wrote:
    | I don't buy that excuse. To me it seems more like game
    | developers have become complacent with the powerful hardware
    | consumers have at their disposal, especially on PCs, and the
    | fact they can always push fixes after the release. Decades
    | ago it used to be a major milestone when a game "went gold".
    | It meant QA was successful and that the game was fully
    | playable. Budget and deadlines also existed back then, but
    | there was (usually) much more care taken to ensure a good
    | gaming experience, regardless of the hardware. Saying that
    | only a few companies can do this successfully today is
    | excusing objectively bad development practices.
    | 
    | Consumers should vote with their wallet, and stop preordering
    | and falling for preorder bonuses and marketing hype, which is
    | another disease affecting modern gaming. Unfortunately,
    | publishers know that they can release a lackluster product
    | based on hype alone (No Man's Sky, Cyberpunk 2077), and then
    | spend years "polishing" a game into a state they promised
    | before the initial release. The modern gaming industry is
    | rife with scams like these to the point that it should be
    | heavily regulated. So, no, none of these companies can be
    | excused for releasing a garbage product and charging full
    | price for it.
 
      | clnq wrote:
      | > I don't buy that excuse.
      | 
      | This means you are, sadly, very uninformed. There is a lot
      | of rolling with the punches in the games industry, and many
      | engineers want to optimize things more, and work OT to do
      | so (as there is an extreme shortage of time to do this in
      | AAA space on company time).
 
        | imiric wrote:
        | > This means you are, sadly, very uninformed.
        | 
        | No, it means that I don't accept budget and deadlines
        | being an excuse for delivering a poor experience. As a
        | consumer, I'm speculating about the reasons why this
        | happens, but my point is that it shouldn't happen at all.
        | 
        | > many engineers want to optimize things more, and work
        | OT to do so (as there is an extreme shortage of time to
        | do this in AAA space on company time)
        | 
        | Again, this is an industry problem, and not something
        | companies should be excused for.
        | 
        | Whether engineers actually care about optimizing or not,
        | and whether they crunch or not (as much as I may
        | sympathize), is not my concern, and I place equal blame
        | on them for delivering a subpar product, whether it's
        | under their control or not. Ultimately their names will
        | be listed in the credits, and they represent the product
        | as much as the publisher. If they don't like the
        | environment of a particular studio, they can always
        | choose to work elsewhere.
 
        | clnq wrote:
        | > I place equal blame on them for delivering a subpar
        | product, whether it's under their control or not.
        | 
        | What else is there to say...
        | 
        | > If they don't like the environment of a particular
        | studio, they can always choose to work elsewhere.
        | 
        | They like it. The industry just has issues beyond their
        | control which are in the process of being solved,
        | gradually. No one will drop their dream job to satisfy
        | your entitlement right now, sorry to say. You are free to
        | not buy the game.
 
        | imiric wrote:
        | I'm entitled because I want to buy a product that works
        | as advertised?
        | 
        | > You are free to not buy the game.
        | 
        | Yes, I'll continue to do so. I just wish other consumers
        | did the same so that this situation can improve. The
        | first step is not excusing it when it happens, but
        | condemning it.
 
    | BaculumMeumEst wrote:
    | Really? Shipping logs with 100k vertices and people with
    | individually rendered teeth is an "obvious budget and
    | deadlines" issue?
    | 
    | It strikes me as a "how many idiots are in a position to make
    | important decisions on this game" issue, or "how generally
    | competent is the development team" issue.
 
  | ajmurmann wrote:
  | > Optimisations like this aren't even hard or time consuming
  | (and they are fun) - can anyone clue me in on why you ship your
  | stuff in this state - what happens in a studio like this?
  | 
  | Business and survival is what happened. Read any of Jason
  | Schreier's books on game development. Income is very chunky
  | with games being in development for years. Postponing by a few
  | months might sink your company, especially with interest rates
  | being high.
  | 
  | Calling out that something is "easy" and "fun" is likely
  | insulting to the developers who are frequently working
  | 70-80hour weeks sand ruining their family life in the process.
 
    | Pannoniae wrote:
    | They are wasting all that effort in the wrong things though.
    | I fully understand the problem of crunch - but these poor
    | devs wouldn't have to crunch as much if the game's budget
    | wasn't wasted on "analytics" and useless features, instead of
    | polishing the core gameplay, _then_ adding the fluff after
    | launch.
    | 
    | In this game, they've focused on the superficial stuff, yet
    | the core gameplay is still broken (instead of a city builder
    | where citizens have agency, the game is effectively a god
    | simulator where your biggest challenge is traffic management,
    | economy or politics is a joke)
    | 
    | This is why many people prefer older games - the amount of
    | effort spent on the gameplay itself is only decreasing year
    | by year, while most of the budget is spent on useless
    | graphical effects, quirky things everyone forgets in two
    | months and all the usual "analytics"/"cloud" stuff.
 
      | ajmurmann wrote:
      | None of that is the engineers' fault. All that comes from
      | the game directors and business people.
 
      | habinero wrote:
      | Nobody sets out to make a bad game or "waste effort" on
      | "useless" features.
      | 
      | Things like this happen because the people giving you money
      | have a hard deadline and you ship what you have.
      | 
      | Or you decide to use a game engine that was more difficult
      | to use than expected.
      | 
      | It's insulting to say "well, just make the game better
      | first, duh". I promise you, they know.
      | 
      | But they have to balance a lot of things you don't see.
      | 
      | If you ever find yourself saying "why don't they do
      | [obvious thing]", stop and assume you don't have all the
      | facts.
 
        | Pannoniae wrote:
        | I would believe this.... if 1. games made 15 or 20 years
        | ago 2. and indie games made today would not be able to
        | manage it.
        | 
        | It's always the bigger studios who utterly mess up in
        | making an actually playable game, which indicates that
        | the problem is not something inherent but a simple
        | product of laziness and greed. (Latest example: see
        | Creative Assembly's meltdown)
 
        | ajmurmann wrote:
        | As scope increases all the organizational challenges
        | balloon. Coordinating 10 people is much easier than
        | several hundred. It's the same almost regardless of
        | domain. What happens if your core game loop still is no
        | fun, but you got 100 people rolling off a previous
        | project and ready for the next phase of this new project
        | to get to where you need them to start design levels and
        | assets? It's much easier to fix if the additional 3 month
        | of development is just 3 months cost of living for John
        | Romero and John Carmack.
 
        | Pannoniae wrote:
        | it's not like game studios have increased in size, it's
        | just more bloat. look at old games' credits, you'll find
        | maybe even _bigger_ studios (making art and programming
        | with limited hardware was much more time-consuming....)
        | but they had good gameplay on a much smaller budget.
        | Today, studios waste money on analytics, governance
        | things and other fluff...
        | 
        | Best case study is Mojang, the company has over 800
        | employees but it is literally outperformed in game design
        | and update quality/quantity by ten people at Re-Logic.
        | (which includes managers and legal as well!)
 
        | ajmurmann wrote:
        | > it's not like game studios have increased in size, it's
        | just more bloat
        | 
        | Are you serious? Teams have increased massively. Super
        | Mario Kart for example had less than 20 people working on
        | it. That's not even the size of the audio department for
        | many modern AAA games
 
        | gamblor956 wrote:
        | Terraria started off as a 2D homage to Minecraft...The
        | very first release basically was just a 2D version of
        | Minecraft. It took a few updates for Terraria to become
        | its own thing.
        | 
        | I enjoy both games, especially Terraria, which I have
        | played since its original release. But let's not lie to
        | ourselves that the volume of content updates for Terraria
        | is anywhere close to the updates that Minecraft has
        | received. Adding content for a 2D game is a lot easier
        | than adding content for a 3D game, even if you're using
        | voxels.
 
        | ajmurmann wrote:
        | IMO, the parent picked a terrible example. Comparing any
        | game to "Minecraft" doesn't make much sense to me. What
        | even is Minecraft at this point? There seem to be a
        | multiple versions on a multitude of platforms, some on
        | the same platform targeting different demographics.
        | Different changes are need to keep the different
        | demographics hooked. Of course the original was built by
        | a single guy which avoided all the organizational
        | complexities.
 
        | waveBidder wrote:
        | The indies that don't make a viable product, you don't
        | see.
 
    | vGPU wrote:
    | Sure, but this is Paradox, a company that constantly makes
    | buckets of money on DLC for Stellaris, Europa universalis,
    | crusader kings, etc. I doubt they were about to run out of
    | money. They just had to release a new race of scantily
    | dressed aliens for stellaris and they'd be good for another
    | half a year.
 
      | meepmorp wrote:
      | Paradox is just the publisher, it's developed by Colossal
      | Order.
 
  | capableweb wrote:
  | > Reminds me of the state of frontend development where you
  | need 8000 tools and dependencies to show even the simplest of
  | things, and i'm not surprised they bundle React for the menus.
  | 
  | Correction: React/Web technlogy is responsible for all the UI,
  | from the loading screens to in-game labels when using road
  | tools and everything in-between.
  | 
  | And their implementation of Coherent Gameface is not the reason
  | for the performance issues in the game, so not sure how it's
  | even relevant.
 
    | jokethrowaway wrote:
    | I think parent meant to imply there is a similarly wasteful
    | culture in frontend development so of course they'd use react
    | for menus and labels.
 
  | lozenge wrote:
  | Most of the revenue comes in after, long after release. So it
  | now makes sense to release an unfinished game and use the
  | revenue to pay for the improvements.
 
| CooCooCaCha wrote:
| I hope these issues come from the game being rushed and not from
| a lack of rendering expertise.
| 
| Luckily it seems like there are pretty simple reasons for the
| poor performance so I'm hopeful they can at least do _something_
| even if they don 't have a ton of rendering expertise.
 
  | capableweb wrote:
  | I think the guess in the article is pretty close to the truth,
  | I've seen stuff like that happen countless of times. You make a
  | bet on a early technology (Unity DOTS + ECS in this case) which
  | gives you a lot of benefits but also, it's immature enough that
  | you get a bunch of additional work to do, and you barely have
  | time to get everything in place before publisher forces you to
  | follow the initial deadline.
 
    | lamontcg wrote:
    | 100,000 vertices for pile of logs isn't really a bad bet on
    | tech, though. That is just piling vastly more onto any tech
    | stack than it can handle, with nobody having the time or the
    | political okay to do a perf pass through the code and put all
    | these ideas on a diet.
    | 
    | But that means that everything is solvable. There's no need
    | in this game for 100,000 vertices for a logpile, so that
    | should be a relatively straightforward task to fix. And
    | someone can rip out all the teeth and put "Principal Tooth
    | Extraction Engineer" on their resume.
 
      | capableweb wrote:
      | > 100,000 vertices for pile of logs isn't really a bad bet
      | on tech, though. That is just piling vastly more onto any
      | tech stack than it can handle, with nobody having the time
      | or the political okay to do a perf pass through the code
      | and put all these ideas on a diet.
      | 
      | I can easily see this happening though.
      | 
      | Artist starts making assets, asks "What's my budget for
      | each model" and engineering/managers reply with "Do
      | whatever you want, we'll automatically create different
      | LODs later" and the day gold master is being done, the LOD
      | system still isn't in place so the call gets made to just
      | ship what they have, otherwise publisher deadline will be
      | missed.
 
        | CountHackulus wrote:
        | That sounds like exactly what happened. I've been in that
        | position many times in games I've worked on and seen it
        | happen.
 
| xyzzy_plugh wrote:
| It's kind of stunning that a game of this magnitude is able to go
| out the door without model LOD.
| 
| I suppose the fact that it runs at all is stunning -- surely you
| could not get away with this a decade or two ago -- but perhaps
| it speaks to the incredible capabilities of modern hardware. This
| feels a bit similar to the Electron criticism, where convenience
| ultimately trumps performance, and users ultimately don't care. I
| wonder how this will play out in the long run.
| 
| Bizarre and at least for me, equally sad. I long for the days of
| a tuned, polished game engine squeezing every inch of performance
| out of your PC.
 
  | Pannoniae wrote:
  | Don't forget the part where they use web tech and waste draw
  | calls like crazy on the UI. These things should literally be
  | banned.
  | 
  | edit: not web tech should be banned, but releasing a game with
  | horrible optimisation like this, either by the store selling
  | the game or by the law
 
    | chc wrote:
    | Using web tech for the UI isn't a problem here. The article,
    | when measuring the performance impact of different rendering
    | phases, describes the time the UI requires as "an irrelevant
    | amount of time."
 
    | capableweb wrote:
    | Where are you getting this from? I'm literally sitting with
    | the game open right now with the Chrome Devtools connected to
    | it, and I'm seeing no unnecessary modifications on the DOM
    | side of things.
    | 
    | Could be that the integrated the Gameface library incorrectly
    | I guess? Still interested in more details from you.
 
      | Pannoniae wrote:
      | Directly from the article:
      | 
      | "The last remaining draw calls are used to render all of
      | the different UI elements, both the ones that are drawn
      | into the world as well as the more traditional UI elements
      | like the bottom bar and other controls. Quite a lot of draw
      | calls are used for the Gameface-powered UI elements, though
      | ultimately these calls are very fast compared to the rest
      | of the rendering process. "
      | 
      | With this minimalistic, flat-style soulless UI, the correct
      | number of draw calls spent on UI should be single
      | digits....
 
        | capableweb wrote:
        | Not sure what kind of projects you've worked on before,
        | but the ones I've been involved in, you wouldn't spend
        | time optimizing something taking <1% of render time when
        | other parts are heavily affecting the final render time
        | for each frame.
        | 
        | Why on earth would they try to optimize how the UI
        | renders when they're having big issues elsewhere?
 
        | Pannoniae wrote:
        | Sorry, my initial comment probably come off quite
        | differently. It's not that "using web UI" is the reason
        | why this game has awful performance, that's more like a
        | bellwether for the studio's priorities.
        | 
        | It's absolutely not the most important, or even in the
        | top 10 most important problems here, but it shows
        | _really_ illustratively how much they care about making a
        | game which performs in an acceptable way. (which is: not
        | that much)
        | 
        | Also, it's not even one or two high-poly models dragging
        | the performance down, what I was aiming at is that the
        | game suffers from death by a thousand cuts - the LoDs are
        | only a part of the issue, almost every part of the game
        | is done in a sub-optimal way. So while the UI is not a
        | significant part of the frame time, if they fix the most
        | glaring performance issues, they will find that there
        | won't be a silver bullet, the game is just a pile of
        | small performance problems all the way down.
 
        | jsnell wrote:
        | > It's not that "using web UI" is the reason why this
        | game has awful performance, that's more like a bellwether
        | for the studio's priorities.
        | 
        | All it shows is that optimizing something that was
        | already fast enough was not a priority. But why would you
        | want it to be?
 
        | ripper1138 wrote:
        | Respectfully, just take the L on your original comment
        | and move on. It's ok to be wrong.
 
        | DonHopkins wrote:
        | >"These things should literally be banned."
        | 
        | Not "metaphorically", but "literally"? Or are you using
        | "literally" in its non-literal sense? And "banned", not
        | "discouraged", or simply "ridiculed" like you're trying
        | to do?
        | 
        | That is literally (to use the term in its literal sense)
        | an extremely brash statement, quite a lot to walk back in
        | reverse into the shrubberies. Have you actually tried to
        | develop a UI in Unity that approaches the quality you can
        | easily (and cheaply and quickly and maintainably)
        | implement in a web browser? And have you ever tried to
        | find someone to hire who was qualified to do that (and
        | then put them to work on the UI instead of the game
        | itself), compared to trying to find someone to hire who
        | can whip out a high quality performant web user interface
        | in a snap, that you can also use on your web site?
        | 
        | Not to mention that you used web tech to call for the
        | literal banning of web tech.
 
        | alright2565 wrote:
        | The author calls out render passes that take 100us, and
        | considers this pass too fast to give a number to.
        | 
        | Why does it matter if it's 5 render calls or 500? The
        | developers clearly have plenty of work to do optimizing
        | the other 70ms, it doesn't make sense for them to spend
        | any time working on this.
 
      | rstat1 wrote:
      | "Quite a lot of draw calls are used for the Gameface-
      | powered UI elements, though ultimately these calls are very
      | fast compared to the rest of the rendering process."
      | 
      | Literally quoted from the article. Standard 2D UI like that
      | can be done in as little a single draw call (or so I have
      | read, never actually done it)
 
        | lyu07282 wrote:
        | If you composite on the CPU I guess? no that
        | React/Webpack UI is actually a pretty good solution to
        | complex game UIs. It offers great DX while the
        | performance penalty is miniscule compared to a huge
        | deferred render pipeline. Btw the last Sim City used the
        | web platform for UI too.
 
        | rstat1 wrote:
        | the last Sim City is not something that should be held as
        | a model of what to do here.
        | 
        | Great "DX" now when your building it, but good luck
        | maintaining it over the long term.
 
  | hypeatei wrote:
  | Valve/Steam should really have some policies around unfinished
  | or unpolished games so that they are forced to be marked as
  | "early access"
  | 
  | It is absolutely ridiculous that these developers can get away
  | with releasing a beta (essentially what it is) and setting the
  | full release price without the end user knowing they're a
  | guinea pig.
 
    | chc wrote:
    | They let you return the game no questions asked if you
    | haven't played it for two hours.
 
      | hypeatei wrote:
      | True. Marking it early access would just save more peoples
      | time and be more explicit about the current state of the
      | game.
 
    | athorax wrote:
    | Valve/steam should absolutely not be doing that
 
      | hypeatei wrote:
      | Why not? They're still able to list the game and sell it.
      | 
      | I don't see the issue with making it more clear to end
      | users that they're beta testing a game.
 
      | rychco wrote:
      | Why not? There's already a hardware survey & they could
      | easily have an opt-in system that reports the user's
      | average framerate while playing games. If the average
      | hardware specs can't run that game >=60fps >=90% of the
      | time on any graphical setting then it's beyond fair to give
      | it a "Hardware reports indicate that this game performs
      | poorly" label.
 
        | solardev wrote:
        | I like that!
 
    | solardev wrote:
    | I think their reviews are punishment enough. "Very Positive"
    | for CS:1 and "Mixed" for CS:2. And if it improves over time,
    | the reviews improve with them!
    | 
    | Cyberpunk was a good example of that. And the graphs make it
    | really easy to see how it's changed over time: https://store.
    | steampowered.com/app/1091500/Cyberpunk_2077/#a...
 
      | dvaletin wrote:
      | Which only incentivize companies to publish unfinished
      | products with "will fix it later" ideology.
 
        | solardev wrote:
        | Is that a big deal? That's easy to avoid if you don't
        | pre-order games and just wait for the day 1 reviews. Even
        | if you did end up with a shitty situation, Steam lets you
        | refund the games with minimal hassle.
        | 
        | On the other hand, there are players who'd rather have
        | the game earlier (like me) than a few months later,
        | despite its launch issues.
        | 
        | The alternative approach -- Baldur's Gate 3 being in
        | Early Access forever -- is fine too, but damned if that
        | wasn't a long wait.
        | 
        | Maybe the compromise is bigger companies being willing to
        | release in Early Access more often. That shouldn't be
        | limited to just indie companies, but any publisher that
        | wants early and broad public feedback.
        | 
        | Especially for a city-builder game (where there isn't
        | really a campaign or spoilers), I don't see why not...
 
      | wincy wrote:
      | Okay for real, who decided this game could be have the
      | acronym CS? Counterstrike has been one of the most played
      | games since 2000. I don't even play Counterstrike but it
      | has a huge player base compared to this game. And didn't
      | Counterstrike 2 literally come out a few weeks ago?
 
        | solardev wrote:
        | Heh, good point.
        | 
        | Also, I really wish Apple chose some other name for its
        | Game Porting Toolkit... hard to find relevant discussions
        | in the sea of "other" GPT talk.
 
        | Dah00n wrote:
        | To make matters worse when it just released, the two top
        | games on Steam were CS:2 and CS:2.
 
    | jrajav wrote:
    | Read the reviews and don't buy it. This works fantastically
    | as a punishment already without ham-handed, opaque
    | moderation.
 
      | hypeatei wrote:
      | Early access is not a "punishment" though. It's a system
      | that already exists on Steam.
 
        | joe_guy wrote:
        | But when used in the way you're describing, valve forcing
        | it in a developer instead of a developer opting in, it
        | becomes a form of punishment.
 
        | Dalewyn wrote:
        | Early Access is a "punishment" purely because game devs
        | and publishers use it as an excuse to sell incomplete,
        | broken products.
        | 
        | The terrible reputation is self-inflicted and deserved.
 
      | Dah00n wrote:
      | If this works fantastically, then why is it at the top
      | sellers list?
      | 
      | https://store.steampowered.com/search/?supportedlang=englis
      | h...
 
    | worldsayshi wrote:
    | I wonder if releasing a widely anticipated game unfinished is
    | sometimes actually strategically beneficial marketing wise.
    | Perhaps it's a marketing dark pattern?
    | 
    | It makes the game stay in people's minds longer because
    | people keep coming back to it asking "is it good yet, have
    | they fixed it yet?". It kind of feels it has worked like that
    | for Cyberpunk. If it's a finished game on launch day people
    | will quickly make up their minds if it's for them and then
    | move on.
    | 
    | Personally I would be on the fence about buying it even if it
    | was good on launch and I would probably not buy it straight
    | away. But I might just change my mind if I get reminded of it
    | enough times. Then again I felt like that about Cyberpunk as
    | well and I still haven't bought it.
 
      | davedx wrote:
      | But it's not "half finished"!
      | 
      | It has some performance issues. Not the same thing.
 
        | worldsayshi wrote:
        | Sure, I should've picked a better word there.
 
        | ryandrake wrote:
        | I think half-finished is a good way to describe the state
        | of day-1 releases of games these days. Look back on other
        | games (and non-game software) and measure A. the amount
        | of time between when the developer started and the first
        | release, and then B. the total amount of time it took to
        | get to the final patch. I bet for many, MANY games, A <=
        | B/2: They were literally "half-finished" in terms of
        | time, on first release.
 
      | solardev wrote:
      | I think Cyberpunk was only able to turn itself around
      | because the studio got so famous with The Witcher and
      | people were willing to give them another chance. If they
      | hadn't been famous already, it'd just have been another
      | rando shitty game on Steam, of which there are thousands...
      | 
      | But then there are stories No Man's Sky too, which had a
      | miraculous turnaround as well. So maybe it can happen
      | sometimes...
 
        | bsder wrote:
        | The anime Cyberpunk: Edgerunners had a significant impact
        | on getting people to look at the game again.
        | 
        | That's a black swan that can't easily be replicated.
 
        | Dah00n wrote:
        | [delayed]
 
    | MagicMoonlight wrote:
    | Yeah they need to start moderating quality.
 
    | davedx wrote:
    | This old chestnut again.
    | 
    | Software is not "essentially a beta" because it doesn't meet
    | a bunch of entitled users' arbitrary definitions of
    | "finished".
    | 
    | A game having some performance issues doesn't mean you're a
    | beta tester.
    | 
    | Did you even buy this game? I suspect not.
 
      | hypeatei wrote:
      | No, I didn't buy it because it's $50 and you have to follow
      | guides and tricks to get it running optimally. That's not
      | what I expect from a game released at full price.
 
    | geraldhh wrote:
    | market forces ...
    | 
    | but yea, source2 engine could have used some more love before
    | going live
 
  | mvdtnz wrote:
  | It's stunning and completely unacceptable. This is a product
  | that is not fit for purpose. I hope the developers are
  | embarrassed by what they have produced.
 
    | TonyTrapp wrote:
    | This is rarely developers' fault. You can bet they wanted to
    | deliver the best product possible, but were not given the
    | time needed to do that by upper management.
 
      | hipadev23 wrote:
      | Why is it impossible that maybe Cities Skylines simply has
      | shitty developers?
 
      | mvdtnz wrote:
      | I didn't blame the developers. I have been involved in
      | projects that I'm embarrassed by even though the worst
      | decisions were the ones made by upper management (hell I
      | worked on the new Jira front end, a continuing source of
      | humiliation).
 
  | tlonny wrote:
  | > I long for the days of a tuned, polished game engine
  | squeezing every inch of performance out of your PC.
  | 
  | Have you heard of Factorio :)
 
    | waveBidder wrote:
    | how do they keep finding things to improve in their
    | FridayFunFacts? the fame is an absolute gem
 
  | rkagerer wrote:
  | Can someone expand on exactly what is meant by "model LOD" in
  | this context?
  | 
  | Does the commenter mean they should have implemented a system
  | to reduce texture resolution or polygon count dynamically, eg.
  | depending on what's in view or how far away it is? That the
  | artists should have made multiple version of assets with coarse
  | variants removing things like computer cables from desks in
  | buildings?
 
    | davedx wrote:
    | Yes, that. It's short for "level of detail".
 
    | navjack27 wrote:
    | Traditionally that is a thing that is done by modelers for
    | video games yes.
 
    | capableweb wrote:
    | > Can someone expand on exactly what is meant by "model LOD"
    | in this context?
    | 
    | Back in the day, games just had one version of each model,
    | that gets loaded or not.
    | 
    | Nowadays, games with lots of models and huge amount of detail
    | lets each model have multiple different versions, with their
    | own LOD (Level of Detail).
    | 
    | So if you see a tree from far away, it might be 20 vertices
    | because you're far away from it so you wouldn't see the
    | details anyways. But if you're right next to it, it might
    | have 20,000 vertices instead.
    | 
    | It's an optimization technique to not send too much geometry
    | to the GPU.
 
    | solardev wrote:
    | There were already some great explanations in the replies,
    | but here are a few videos too:
    | 
    | Basic overview: https://www.youtube.com/watch?v=mIkIMgEVnX0
    | 
    | Or a more detailed one:
    | https://www.youtube.com/watch?v=TwaS5YuTTA0
    | 
    | It's been a standard technique in video games for... decades
    | now.
 
  | Zetobal wrote:
  | The last one wasn't better either... most games nowadays have
  | game breaking bugs at launch.
 
  | pzlarsson wrote:
  | It is astonishing indeed. In the long run I hope software
  | catches up with the majority of other industries which has
  | already realized that minimizing waste is a good idea. It might
  | take a while but unless we get room temperature super
  | conductivity or some other revolutionary tech first we will
  | start thinking about efficiency again sooner or later.
 
  | asdff wrote:
  | I don't remember game engines ever being polished and tuned. If
  | you needed optimization it was always on the community to
  | figure it out. Usually they'd do a good job though and make it
  | go up 10 fold compared to what the game devs came up with.
 
| rychco wrote:
| Much like Cyberpunk on it's release, this will hopefully be de-
| listed from the various digital storefronts & all customers
| issued a refund in full.
 
  | capableweb wrote:
  | Unlikely. The game actually does run, even though it has
  | performance issues and bugs. Cyberpunk barely ran on the PS4
  | when it launched.
 
  | asylteltine wrote:
  | Cyberpunk got delisted by Sony because it literally didn't
  | function. It was playable but buggy on pc
 
    | thrillgore wrote:
    | Cyberpunk was delisted because CDPR told consumers to request
    | refunds.
 
| Havoc wrote:
| The odd thing is I doubt a single sky line fan thought "what this
| really needs is graphics so intensive I can't build a big city"
| 
| It's remarkably tone deaf
 
  | capableweb wrote:
  | I also doubt any of the developers were aiming for that too.
  | 
  | I've been looking through the decompiled code for the purposes
  | of modding for the last few days, wrapping my head around their
  | ECS/DOTS code, and the game has a much better foundation for a
  | scalable simulation than CS1 ever had, even after years of
  | optimizations.
 
    | MagicMoonlight wrote:
    | I bet whoever worked on the actual simulation worked really
    | hard for years to make it run efficiently.
    | 
    | Then the meme developers in the front end went "lmao JS and
    | CSS for the interface, 100k for a log" and ruined it all
 
      | capableweb wrote:
      | Not sure how the "frontend" (UI) developers have anything
      | to do with the assets, but it's a easy scapegoat I guess...
 
    | lamontcg wrote:
    | What probably happened is that certain dev teams built
    | ridiculous things on top of the ECS/DOTS code to see how much
    | they could push the detail. So you wound up with things like
    | the teeth. Which was probably some internal demo-driven
    | development that everyone 'wow'd at the fact that it could be
    | done. Times 100x or something like that. With nobody owning
    | overall performance or whoever owned the overall performance
    | didn't have any management support before launch because it
    | was deprioritized. Nobody gets promoted for ripping out
    | someone else's perf-expensive features and being the bad guy,
    | you get promoted for building new clever features on top of
    | the shiny new engine.
 
      | paavohtl wrote:
      | > So you wound up with things like the teeth.
      | 
      | Author here. The teeth are completely unrelated to the
      | simulation and not even really related to pushing maximum
      | graphical fidelity. They are just using completely
      | unoptimized - possibly stock - character models, which
      | include a mouth with teeth even thought the characters
      | never open their mouths.
 
        | reactordev wrote:
        | But they are also using LOD... as per your article [0].
        | So it's quite possible (you have the source, go look)
        | that they call this lib with the vertex buffer of the
        | mesh in question and get back an LOD3 mesh that's
        | decimated and simplified but with the projected UV's.
        | This is kinda how Unity wants folks to do "AAA" in Unity.
        | Use a high resolution model and decimate LOD's in real-
        | time like Unreal Engine does. Only, it doesn't work half
        | the time. It requires that the original high poly mesh be
        | properly UV wrapped and not vertex shaded. So to further
        | throw gas on the fire. It's entirely possible instaLOD is
        | the source of a lot of these issues. Combined with what
        | you found in the rendering stages.
        | 
        | [0] https://instalod.com/
 
        | paavohtl wrote:
        | InstaLOD is only used in the asset pipeline. I haven't
        | seen any references to real-time use. Haven't found any
        | evidence of real-time decimation either.
        | 
        | To be clear there are LODs, but only for some of the
        | meshes.
 
        | lamontcg wrote:
        | The teeth certainly aren't helping anything, and
        | something has to make a decision not to render them
        | somewhere, and they're wasting disk and RAM if nothing
        | else.
        | 
        | Also think that's a distraction from my point, so just
        | pretend I wrote "100,000 vertex logpiles" instead of
        | teeth.
        | 
        | The teeth are just the most obviously useless unoptimized
        | thing they shipped that nobody had the time/will to
        | cleanup before launch.
 
    | Havoc wrote:
    | That's cool. Didn't realise modders still do that sort of low
    | level stuff
 
      | capableweb wrote:
      | Considering Paradox/CO are dragging their feet to release
      | the modding docs/tools, we don't have much choice if we
      | wanna start building our mods today :)
 
  | lawn wrote:
  | I wouldn't even care if the graphics were exactly the same as
  | in the first game.
  | 
  | It's all about the gameplay.
 
  | huytersd wrote:
  | No, we can have both things. Graphics are incredibly important
  | to a game, especially for a simulator like this, it really
  | helps with the immersion. It's as important as gameplay.
 
    | Havoc wrote:
    | > It's as important as gameplay.
    | 
    | Important certainly but colour me unconvinced on equally
    | important. If the game play isn't fun on a simulator then it
    | isn't much of a game.
    | 
    | People still play chess despite terrible graphics
 
| cube2222 wrote:
| Tip for those wanting to play it: change resolution scaling from
| dynamic to constant.
| 
| I have a 3080 and it basically moves it from "unplayable 10fps in
| the main menu" to "works just fine, no issues in game" with
| medium-high graphics.
 
  | stouset wrote:
  | Or off, entirely. On my 3080 it seems to cause lots of
  | rendering artifacts.
 
| EMM_386 wrote:
| > A brief glance at the JS bundle reveals that they are using
| React and bundling using Webpack. While this is something that is
| guaranteed to make the average native development purist yell at
| clouds and complain that the darned kids should get off their
| lawn,
| 
| When I first heard of this as being a thing, my initial reaction
| was indeed something like "wait what? HTML and CSS in a desktop
| PC game driving the UI? No, that shouldn't be ... ".
| 
| But then I used Microsoft Flight Simulator 2020, was amazed by
| the graphics and performance ... and learned about how the
| complex and detailed cockpit gauges are using WASM/HTML/JS for
| rendering. No React, but still the "web technologies".
| 
| It dawned on me that this is apparently not exactly the weird,
| strange, bad performing, wrong-use-case, "why would you ever"
| thing I originally saw it as. Because it was working fine in that
| complex scenario.
 
  | davedx wrote:
  | All sorts of industries use web tech to render UIs. Even SpaceX
  | used it in Dragon. People just have preconceptions and biases,
  | and gamers are horrendously intolerant of everything and
  | anything that doesn't fit their world view of "how things
  | should be".
 
    | EMM_386 wrote:
    | > All sorts of industries use web tech to render UIs. Even
    | SpaceX used it in Dragon.
    | 
    | When I realized this was performant enough to drive a 747's
    | entire cockpit while the simulator moved along at a high FPS
    | and with incredible visuals, and was now a thing that was
    | being selected for "state of the art" AAA games ... from
    | there I did my homework.
    | 
    | So that led to reading all about SpaceX Dragon UI, as you
    | mention, and all the myraid of other places this is used.
    | 
    | I did feel like I was too far outside the loop, having been a
    | software engineer and working with these technologies for
    | quite a while by that point. "quite a while" being the pre-
    | JavaScript-existing years.
    | 
    | I just wasn't working on projects that such a thing would
    | meet a requirement.
    | 
    | Now? I still have no use for it but I find it incredible that
    | everything in this entire pipeline has become so optimized
    | and reliable. Apparently to the point you can suggest running
    | a spacecraft's user interface and not leave everyone staring
    | at you, blank-faced and not sure how to respond.
    | 
    | Instead, possible responses can now include "sounds good".
 
  | lyu07282 wrote:
  | I imagine lots of backend developers never really thought about
  | what it actually takes to build complex, responsive, performant
  | and visually appealing UIs and how the web platform just so
  | happened to have matured for decades to make all of that as
  | painless as possible. Last time I saw that reaction was someone
  | learning about how SpaceX is using it for their flight controls
  | in the Dragon capsule.
 
    | mattlondon wrote:
    | > I imagine lots of backend developers never really thought
    | 
    | There is a _lot_ of snobbery and arrogance from  "pure"
    | backend developers who think JavaScript is some limited toy
    | language. If it is not C++ or Rust or even Go (...assuming
    | they are ok with the GC) then to them it is not worth wasting
    | a milliseconds time on while they go off and fetishise over
    | their copy semantics for their CRUD website backend.
    | 
    | Modern JavaScript is highly performant and the DX is second-
    | to-none (unless you are using anything related to NPM).
    | JavaScript and Typescript freed from the NPM nonsense is an
    | absolute joy to work with.
    | 
    | I look forward to the _inevitable_ dominance of JavaScript on
    | the backend.
 
      | polishdude20 wrote:
      | So... Node?
 
  | JCharante wrote:
  | Battlefield 1 was using React to render the UI in 2016!
  | 
  | Conference talk by dev:
  | https://www.youtube.com/watch?v=Pkf9H3XEMoE
 
  | solardev wrote:
  | Just wait for Boeing to start making real cockpits in React...
 
  | starkparker wrote:
  | Electron's bad performance really poisoned that well early on.
  | 
  | Gameface's architecture is described in its documentation:
  | https://docs.coherent-labs.com/unity-gameface/integration/te...
  | 
  | Most of its divergence from browser implementations are
  | unsurprisingly in font rendering, which is generally a headache
  | in games anyway: https://docs.coherent-labs.com/unity-
  | gameface/integration/op...
  | 
  | And in RTL text rendering: https://docs.coherent-
  | labs.com/unity-gameface/integration/op...
  | 
  | The Javascript DOM API is a subset, but pretty rich
  | considering: https://docs.coherent-labs.com/unity-
  | gameface/api_reference/...
 
  | polishdude20 wrote:
  | Do MSFS menus use html as well? Because they are 100% the worst
  | most laggy menus I've ever used.
 
| wilg wrote:
| It sounds like these issues are relatively fixable. It's a
| classic victim of the Unity engine's tech debt though. I use
| Unity myself and they desperately need to decide on how they want
| people to make video games in their engine. They can't have three
| rendering pipelines and two ways of adding game logic that have a
| complicated matrix of interactions and missing features. And not
| great documentation and a bad bug reporting process.
 
  | Someone1234 wrote:
  | It makes one wonder what their internal employee incentives are
  | and if they're problematic.
  | 
  | Microsoft has a similar problem where nobody gets promoted from
  | fixing bugs or maintaining stuff, everyone gets rewarded for
  | new innovative [thing] so every two-three years there's a
  | completely new UI framework or similar.
  | 
  | Although I feel like wanting to start-a-new is a common tech
  | problem, where there are problems and everyone wants to just
  | reboot to "fix" it rather than fixing it head-on inc. backwards
  | compatibility headaches.
 
    | cipheredStones wrote:
    | > Microsoft has a similar problem where nobody gets promoted
    | from fixing bugs or maintaining stuff, everyone gets rewarded
    | for new innovative [thing] so every two-three years there's a
    | completely new UI framework or similar.
    | 
    | Is there any big (or even medium-sized) company where this
    | isn't true? I feel like it's just a rule of corporate culture
    | that flashy overpromising projects get you promoted and
    | regularly doing important but mundane and hard-to-measure
    | things gets you PIP'd.
 
      | ajmurmann wrote:
      | Is it only big companies? The fact that many companies in
      | our industry need to do "bug squash" events because we are
      | unable to prioritize bugs properly speaks books to meet.
 
        | Jochim wrote:
        | Top down decision making, typically by non-technical
        | people who often have no idea what software development
        | even involves.
        | 
        | Eventually things get so bad that there's no choice but
        | to abandon feature work to fix them.
        | 
        | The business loses out multiple times. Feature work slows
        | down as developers are forced to waste time finding
        | workarounds for debt and bugs. The improvements/fixes
        | take more time than they would have due to layers of crap
        | being piled on top, and the event that forces a clean up
        | generally has financial or reputational consequence.
        | 
        | Collaborative decision making is the only way around
        | this. Most engineers understand that improvements must be
        | balanced with feature work.
        | 
        | I find it very strange that the industry operates in the
        | way it does. Where the people with the most knowledge of
        | the requirements and repercussions are so often stripped
        | of any decision making power.
 
        | ghaff wrote:
        | This is pretty much a universal thing--whether it's
        | software development or home maintenance. It's really
        | tempting to kick the can down the road to the point where
        | 1.) You HAVE to do something; 2.) It's not your problem
        | any longer; or 3.) Something happens that the can doesn't
        | matter any more.
        | 
        | I won't say procrastination is a virtue. But sometimes
        | the deferred task really does cease to matter.
 
      | throw3823423 wrote:
      | It's a matter of letting things degrade so that the
      | maintenance becomes outright firefighting. I am currently
      | working on a project where a processing pipeline has a
      | maximum practical throughput of 1x, and a median day's for
      | said pipeline is... 0.95x. So any outage becomes
      | unrecoverable. Getting that project approved 6 month from
      | now would have been basically impossible. Right now, it's
      | valued at a promotion-level difficulty instead.
      | 
      | At another job, at a financial firm I got a big bonus after
      | I went live on November 28th with an upgrade that let a
      | system 10x their max throughput, and scaled linearly
      | instead of being completely stuck. at their 1x. Median
      | number of requests per second received in dec 1st? 1.8x...
      | the system would have failed under load, causing
      | significant losses to the company.
      | 
      | Prevention is underrated, but firefighting heroics are so
      | well regarded that sometimes it might even be worthwhile to
      | be the arsonist
 
        | piaste wrote:
        | Intuitively, "fixing life-or-death disasterss is more
        | visible and gets better rewards than preventing them"
        | doesn't seem like it should be a unique problem of
        | software engineering. Any engineering or technical
        | discipline, executed as part of a large company, ought to
        | have the potential for this particular dysfunction.
        | 
        | So I wonder: do the same dynamics appear in any non-
        | software companies? If not, why not? If yes, have they
        | already found a way to solve them?
 
        | dmoy wrote:
        | > If yes, have they already found a way to solve them?
        | 
        | A long history of blood, lawsuits, and regulations.
        | 
        | Preventing a building from collapsing is done ahead of
        | time, because buildings have previously collapsed, and
        | cost a lot of lives / money etc.
 
        | harimau777 wrote:
        | I remember my very first day of studying engineering, the
        | professor said: "Do you know the difference between an
        | engineer and a doctor? When a doctor messes up, people
        | die. When an engineer messes up LOTS of people die."
 
        | harimau777 wrote:
        | Outside of software, people designing technology are
        | engineers. Although by no means perfect, engineers
        | generally have more ability to push back against bad
        | technical decisions.
        | 
        | Engineers are also generally encultured into a
        | professional culture that emphasizes disciplined
        | engineering practices and technical excellence. On the
        | other hand, modern software development culture actively
        | discourages these traits. For example, taking the time to
        | do design is labeled as "waterfall", YAGNI sentiment,
        | opposition to algorithms interviews, opposition to
        | "complicated" functional programming techniques, etc.
 
        | ghaff wrote:
        | That's a very idealistic black-and-white view of the
        | world.
        | 
        | A huge number of roles casually use the "engineer"
        | moniker and a lot of people who actually have engineering
        | degrees of some sort, even advanced degrees from top
        | schools, are not licensed and don't necessarily follow
        | rigid processes (e.g. structural analyses) on a day to
        | day basis.
        | 
        | As someone who does have engineering degrees outside of
        | software, I have zero problem with the software engineer
        | term--at least for anyone who does have some education in
        | basic principles and practices.
 
        | rat9988 wrote:
        | I have yet to see, with the exception of the software
        | world, engineering with such loose process.
 
        | ghaff wrote:
        | As someone who was a mechanical engineer in the oil
        | business, I think you have a very positive view of
        | engineering processes in general.
 
        | nostrademons wrote:
        | How do you think we got into this climate change mess?
 
        | userinanother wrote:
        | Yeah but if you had a release target of dec 15 and it
        | crashed dec 1st and you could have brought it home by the
        | 7th you would have been a bigger winner. Tragedy
        | prevented is tragedy forgotten. No lessons were learned
 
      | dymk wrote:
      | Facebook was pretty good about this on the infra teams. No,
      | not perfect, but a lot better than the other big companies
      | I was exposed to.
      | 
      | If anything, big companies are better about tech-debt
      | squashing, and it's the little tiny companies and startups
      | that are, on average, spending less time on it.
 
      | hutzlibu wrote:
      | I think it is a bit tricky to get the incentives right (
      | since the bookkeeping people like to quantize everything).
      | If you reward finding and fixing bugs too much - you might
      | push developers to write more sloppy code in the first
      | place. Because then those who loudly fix their own written
      | mess gets promoted - and those who quietly write solid code
      | gets overlooked.
 
        | xctr94 wrote:
        | Goodhart's law at work, or "why you shouldn't force
        | information workers to chase after arbitrary metrics".
        | Basecamp has been famously just letting people do good
        | work, on their terms, without KPIs.
        | 
        | I will preemptively agree that this isn't possible
        | everywhere; but if you create a good work environment
        | where people don't feel like puppets executing the PM's
        | vision, they might actually care and want to do a solid
        | day's work (which we're wired for).
 
      | bluedino wrote:
      | I spent a few weeks migrating and then fixing a bunch of
      | bugs in 20-year old Perl codebase (cyber security had their
      | sights set on it). Basically used by a huge amount of
      | people to record data for all kinds of processes at work.
      | 
      | Original developer is long gone. Me and another guy are two
      | of the only people (we aren't a tech company) who can re-
      | learn Perl, upgrade multiple versions of
      | Linux/Apache/MySQL, make everything else work like Kerberos
      | etc...
      | 
      | Or maybe I'm one of the only people dumb enough to take it
      | on.
      | 
      | Either way, nobody will get so much as an attaboy at the
      | next department meeting. But, they'll know who to go to the
      | next time some other project is resurrected from the depths
      | of hell and needs to be brought up to date.
 
      | brucethemoose2 wrote:
      | > Is there any big (or even medium-sized) company where
      | this isn't true?
      | 
      | Valve?
 
        | uolmir wrote:
        | From everything I've read Valve has exactly the same
        | problem. Stack rating isn't immune. New features still
        | get rewarded the most.
 
      | flukus wrote:
      | It seems endemic, especially everywhere that's not a
      | product company. I think it was mythical man month (maybe
      | earlier) that pointed out the 90% of the cost of software
      | is in maintenance, yet 50 years on this cost isn't
      | accounted for in project planning.
      | 
      | Consultancies are by far the worst, a project is done and
      | everyone moves on, yet the clients still expect quick fixes
      | and the occasional added feature but there's no one
      | familiar with the code base.
      | 
      | Developers don't help either, a lot move from green field
      | to green field like locusts and never learn the lessons of
      | maintaining something, so they make the same mistakes over
      | and over again.
 
      | Mistletoe wrote:
      | https://www.thepeoplespace.com/practice/articles/leadership
      | -...
      | 
      | It's very rare, this is one of the only places I can
      | imagine something like that happening.
 
    | capableweb wrote:
    | The developers of Cities Skylines has less than 50 employees
    | in total, it's a small developer based in Finland (Colossal
    | Order), I doubt they have those sort of issues at that scale,
    | that's usually something that happens with medium/large
    | companies.
    | 
    | Edit: seems I misunderstood, ignore me
 
      | wilg wrote:
      | Talking about Unity, not Colossal Order.
 
      | Epa095 wrote:
      | Unity, not cities skylines.
 
    | thrillgore wrote:
    | We're weeks past a very public pricing change that cost Unity
    | market reach amidst competitors and open source projects; and
    | that led to a CEO change. There are problems beyond what the
    | employees can realistically fix.
 
    | hnthrowaway0315 wrote:
    | It's a combination of team not given enough time amd
    | headcount to maintain and develop a product and another
    | team's manager wants to grab a fief.
    | 
    | So old products are thrown away while new products with
    | similar functionalities are being created.
    | 
    | Both teams are happy. The users suffer.
 
  | tus666 wrote:
  | It's a classic victim of shitty, shitty software developers who
  | blames tools rather than taking ownership.
  | 
  | Or shitty software dev companies that push out crap to meet
  | marketing deadlines.
  | 
  | Either way, take your money elsewhere.
 
    | gamblor956 wrote:
    | Given that a number of other Unity-based games have had the
    | same or similar performance issues, including KSP1, the
    | Endless games, and others, it seems the problem is very much
    | that Cities Skylines 2 is hitting up against the performance
    | limits that the Unity engine is capable of without custom
    | modifications to the engine-layer codebase.
 
      | raincole wrote:
      | I'll be really surprised if City Skylines's team didn't
      | have access to Unity's source code.
 
        | kimixa wrote:
        | And do they have the number of engineers with the
        | required skills to rewrite half the engine? Especially if
        | the reason why they developed using those tools and
        | engine is they expected not to have to do it themselves
        | in the first place?
        | 
        | It's not like there's just some "go_slow=true" constant
        | that just needs changing.
 
      | MrLeap wrote:
      | I have personally been responsible for optimizing unity
      | games you haven't heard issues like this about ;)
      | 
      | This write-up really points the finger at not solving
      | occlusion culling or having good LOD discipline.
      | 
      | Give a person a dedicated optimization mandate and you can
      | avoid most of this. One of the first things I do when I'm
      | profiling is to sort assets by tris count and scan for
      | excess. I wonder if they had somebody go through and
      | strategically disable shadowcasting on things like those
      | teeth? I am guessing that they made optimization
      | "everybody's responsibility" but nobody had it as their
      | only responsibility.
 
        | gamblor956 wrote:
        | Occlusion culling and LOD should be handled by the
        | engine, not the game logic, so the write-up really points
        | to the problem being Unity's new and very incomplete
        | rendering pipeline for ECS.
 
        | vasdae wrote:
        | Granted I know next to nothing about game development,
        | but aren't LOD models made by hand?
 
        | MrLeap wrote:
        | There are tons of answers to this! I'm going to say that
        | in projects I've worked on, LODs have been hand made
        | about 60% of the time.
        | 
        | There are tools for creating automatic LODs that come
        | with their own pro's and con's. A bad LOD chain can
        | express itself as really obvious pop-in while you're
        | playing the game. There's also these things called
        | imposters that are basically flipbook images of an object
        | from multiple angles that can be used in place of the
        | true 3d geometry at a distance. Those are created
        | automatically. They tend to be like 4 triangles but can
        | eat more vram because of the flipbook sizes.
        | 
        | Unreal engine has nanite, which is a really fancy way to
        | side step needing LOD chains with something akin to
        | tessellation, as I understand it. Tech like that is
        | likely the future, but it is not accurate to describe it
        | as the "way most games are made today"
 
        | hellotomyrars wrote:
        | Yeah I mean regardless of any of Unity's limitations,
        | this is entirely upon the developer.
        | 
        | However, I also find the suggestion that because there
        | are other high profile examples of unity projects with
        | performance issues, it must be a problem with unity.
        | 
        | You don't hear that about Unreal Engine, despite the fact
        | that there are poorly optimized UE games.
        | 
        | Such a bizarre set of assumptions.
 
  | dexwiz wrote:
  | Sounds like every other enterprise software platform. Unity has
  | reach the IBM level of "no one gets fired for choosing X," even
  | though X only makes the business people happy.
 
  | moffkalast wrote:
  | I think it's a good thing in the long run, one more reason to
  | switch away from Unity to add to the ever growing pile.
 
  | AuryGlenz wrote:
  | It's honestly a bit insane.
  | 
  | Just the other night I wanted to know what it'd take to do some
  | AR development for the Quest 3 using Unity. 10 minutes in I was
  | straight up confused. There's AR Foundation, AR Core, AR Kit,
  | and I think at least one other thing. I have no idea the
  | difference between those, if they're even wholly separate.
  | That's on top of using either the OpenXR or Unity plugin for
  | the actual headset.
 
    | andybak wrote:
    | AR Kit is Apple's thing. AR Core is Google's thing. Neither
    | of those are Unity's fault. AR Foundation is a Unity layer to
    | present a common interface. Which of my books is a good
    | thing.
    | 
    | Open XR is also an an attempt to make a cross platform layer
    | for vendor specific APIs. Again not Unity's fault. The Unity
    | plugin system is a common interface for all XR devices.
    | 
    | I'd generally support your sentiment but in this case you're
    | picking on things where Unity had mostly got it right.
 
  | frozenfoxx wrote:
  | I worked at Unity on Build Automation/Cloud Build for nearly a
  | decade. Let me assure you, that tech debt is NOT being fixed
  | any year soon. It's due to a fundamental disconnect between
  | executive leadership wanting to run the company like Adobe
  | (explicitly) and every engineer wanting to work like a large
  | scale open source project (Kubernetes, Linux, and Apache are
  | pretty close in style). The only way anything gets built is as
  | a Skunkworks project and you can only do so much without
  | funding and executive support.
 
    | LeanderK wrote:
    | > run the company like Adobe (explicitly)
    | 
    | what does this mean?
 
  | KronisLV wrote:
  | Honestly, automatic LOD generation would solve at least some of
  | the performance issues: add the functionality, make it opt-out
  | for those that don't need LODs and enjoy performance
  | improvements in most projects, in addition to some folks
  | getting a simpler workflow (e.g. using auto-generated models
  | instead of having to create your own, which could at the very
  | least have passable quality).
  | 
  | Godot has this:
  | https://docs.godotengine.org/en/stable/tutorials/3d/mesh_lod...
  | 
  | Unreal has this (for static meshes):
  | https://docs.unrealengine.com/5.3/en-US/static-mesh-automati...
  | 
  | Aside from that, agreed: the multiple render pipelines, the
  | multiple UI solutions, the multiple types of programming (ECS
  | vs GameObject) all feel very confusing, especially since the
  | differences between them are pretty major.
 
    | mardifoufs wrote:
    | I'm pretty sure unity already has that.
 
      | KronisLV wrote:
      | Out of the box, it only has manual LOD support for meshes:
      | https://docs.unity3d.com/Manual/importing-lod-meshes.html
      | (where you create the models yourself)
      | 
      | They played around with the idea of automatic LOD, but the
      | repo they had hasn't gotten updated in a while:
      | https://github.com/Unity-Technologies/AutoLOD
      | 
      | The closest to that would be looking at assets on the Asset
      | Store, for example: https://assetstore.unity.com/packages/t
      | ools/utilities/poly-f...
      | 
      | An exception to that is something like the terrain, which
      | generates the model on the fly and decreases detail for
      | further away chunks as necessary, but that's pretty much
      | the same with the other engines (except for Godot, which
      | doesn't have a terrain solution built in, but the terrain
      | plugins do have that functionality). I guess in Unity's
      | case you can still get that functionality with bought
      | assets, which won't be an issue for most studios (provided
      | that the assets get updated and aren't a liability in that
      | way), but might be for someone who just wants that
      | functionality for free.
 
      | wilg wrote:
      | It doesn't which is really annoying.
 
  | araes wrote:
  | It sounds like they need to implement easy to use Level of
  | Detail (LOD) and progressive meshes. 100,000 vertices on far
  | away objects will break most rendering pipelines that do not
  | somehow reduce them. 100,000 complicated matrix interactions
  | instead of the like, 8, it probably takes really far away.
  | 
  | [1]
  | https://en.wikipedia.org/wiki/Level_of_detail_(computer_grap...
  | 
  | [2] https://en.wikipedia.org/wiki/Progressive_meshes
 
| bhaak wrote:
| Is there any Paradox game that doesn't have lots of obvious bugs
| and terrible UI at release? And only the former gets somewhat
| addressed over time.
| 
| I really wonder how they develop at that place. And what kind of
| QS they have.I think even applying a crude pareto would improve
| their games a lot.
| 
| Edit: I stand corrected. I wasn't aware that Paradox is also a
| publisher and even such a big company (over 600 employees!).
| Still makes you wonder how they go about their business.
 
  | capableweb wrote:
  | Svea Rike II was pretty bug free, but it was released quite
  | some time ago...
 
  | adventured wrote:
  | > Is there any Paradox game that doesn't have lots of obvious
  | bugs and terrible UI at release?
  | 
  | It's not a Paradox game, they're the publisher. Colossal Order
  | is the developer.
  | 
  | It's a small developer out of Finland, 30-50 employees.
 
    | Dalewyn wrote:
    | It has or will have twelve dozen DLCs or more, so it's a
    | Paradox game.
 
  | izacus wrote:
  | Most of them.
 
  | frozenfoxx wrote:
  | I mean unrelated since Paradox is the publisher, but Gauntlet
  | ran like greased lightning, Helldivers ran like greased
  | lightning, Magicka 2 ran like greased lightning...
  | 
  | ...of course those were all built on Dragonfly/Bitsquid instead
  | of Unity so that might be a clue about where the issue lies.
 
  | Dah00n wrote:
  | >Still makes you wonder how they go about their business
  | 
  | In a way that sent them straight to the top sellers list on
  | Steam. Sadly, today, it just doesn't matter.
  | 
  | Edit: spelling
 
| jsyang00 wrote:
| Perf issues also basically killed the SimCity franchise on PC.
| Hope they are able to fix things up
 
  | capableweb wrote:
  | That's a huge misrepresentation of what happened to SimCity. EA
  | released a incredibly user-hostile version of SimCity (always
  | online, microtransations and more) that almost no one liked,
  | and Cities: Skylines was released around that time too.
 
    | tinco wrote:
    | I bought both when they came out, and the user hostile stuff
    | didn't bother me at all. What killed sim city was most
    | definitely the performance issues. Unless they had a better
    | reason for restricting the maximum city size.
    | 
    | And then the fact that skylines had both a larger play area
    | and more fancy city building features was just the killing
    | blow.
    | 
    | EA got caught out, thinking they could leisurely bring out an
    | inferior product, when a competitor emerged guns blazing.
 
      | notatoad wrote:
      | Yeah, the user-hostile DRM stuff was really just the icing
      | on the cake. people regularly tolerate all that same stuff
      | when the game is actually good. but when the game is shit,
      | it makes it really easy to take a pricipled stance that
      | you're boycotting the game because of DRM.
 
      | dragonwriter wrote:
      | > I bought both when they came out, and the user hostile
      | stuff didn't bother me at all.
      | 
      | "You" and "users generally" are different things.
 
    | mjrpes wrote:
    | The main reason I never purchased was the tiny map size. You
    | could barely fit a neighborhood: https://www.reddit.com/r/gam
    | ing/comments/19nz93/sim_city_5_2...
 
  | beart wrote:
  | I don't recall performance problems being the main concern for
  | the last (final) Sim City, but I won't say you are incorrect.
  | What I do remember is
  | 
  | 1. shallow game play compared to its predecessors
  | 
  | 2. demand for always online and proven lies about offline play
  | not being possible because of the game architecture
  | 
  | 3. invasive DRM, during a time when invasive DRM was on
  | everyone's mind
  | 
  | 4. launch issues which, combined with the always-online
  | requirement, meant a solid "plop" of a release.
  | 
  | 5. EA was already negatively viewed at the time by many PC
  | gamers
  | 
  | It looks like the wikipedia article for the game mentions some
  | of these, and other issues.
  | 
  | > SimCity's sixth major release was announced on March 5, 2012,
  | for Windows and Mac OS X by Maxis at the "game changers"
  | event.[31] Titled SimCity, it was a dramatic departure from
  | previous SimCity games, featuring full 3D graphics, online
  | multiplayer gameplay, the new Glassbox engine, as well as many
  | other feature and gameplay changes. Director Ocean Quigley
  | discussed issues that occurred during the development of the
  | title, which stemmed from two conflicting visions coming from
  | EA and Maxis. EA wanted to emphasize multiplayer, collaborative
  | gameplay, with some of the simulation work conducted on remote
  | servers, in part to combat piracy. In contrast, Maxis wanted to
  | focus on graphical improvements with the new title. Quigley
  | described the resultant title as a poor compromise between
  | these two objectives- with only shallow multiplayer features,
  | and a small city size limit- one quarter of the land area of
  | previous titles in the franchise.[2][32]
  | 
  | > The game was released for Windows on March 5, 2013, and on
  | Mac in August.[33][34][35] Medium would later refer to the
  | release as "one of the most disastrous launches in history".[2]
  | The game required a constant internet connection even during
  | single-player activity, and server outages caused connection
  | errors for many users. Multiplayer elements were "shallow at
  | best", with departing players leaving abandoned cities behind
  | in public regions. Users were unable to save their game- with
  | the servers instead intended to handle this- and so when users
  | were disconnected they would often lose hours of progress.[36]
  | The game was also plagued by numerous bugs, which persisted
  | long after launch.[37]
  | 
  | > The title was heavily criticized in user reviews, and
  | developer plans for post-launch updates were scrapped.[2] EA
  | announced that they would offer a free game from their library
  | to all those who bought SimCity as compensation for the
  | problems, and they concurred that the way the launch had been
  | set up was "dumb".[38] As a result of this problem, Amazon
  | temporarily stopped selling the game in the week after
  | release.[39] The always-online requirement, even in single
  | play, was highly criticised, particularly after gamers
  | determined that the internet connection requirement could be
  | easily removed.[40] An offline mode was subsequently made
  | available by EA in March 2014, and a mobile port entitled
  | SimCity: BuildIt was released later that year.[41][42][43]
  | 
  | > It has been suggested that the poor performance of SimCity
  | was responsible for the 2015 closure of Maxis' Emeryville
  | studios, and the end of the franchise.[44][45]
 
    | disconcision wrote:
    | indirectly. i'd say the largest single early complain about
    | simcity 2013 was the small maximum city size you quote, which
    | people attributed to perf-related restrictions
 
      | beart wrote:
      | Ahh, I was categorizing that under "shallow game play", but
      | I can see your point.
 
  | asylteltine wrote:
  | Drm killed simcity
 
  | nfriedly wrote:
  | I thought it was DRM that killed SimCity (?)
 
    | DonHopkins wrote:
    | And the name of the DRM was Origin. It was all about some EA
    | executive deciding to force Origin down everyone's throat,
    | and using SimCity as the Astroglide.
 
| vGPU wrote:
| > This mesh of a pile of logs is similarly only used in the
| shadow rendering pass, and features over 100K vertices.
| 
| But... why?
 
  | Tijdreiziger wrote:
  | Hey, ya gotta have logs /s
 
  | clnq wrote:
  | Because it is one of the 1,000,000 things to pay attention to
  | in game development. Someone or some software probably just
  | made a mistake in setting up its LOD. Or some dynamic LODding
  | code didn't properly cull the LOD0 mesh. Or that code couldn't
  | be finished in time. Or it was something else.
  | 
  | It's completely normal in AAA games to have a few imperfect and
  | in-optimal things. Budgets are always limiting, and development
  | times short. Plus, it's a hit-driven industry where payoff is
  | not guaranteed. There are some things you can do (which are
  | usually management-related and not dev-related) to make the
  | game a success, but estimated bookings are rarely on-point. So
  | trade-offs have to be made to de-risk - corners cut where
  | possible, the most expensive part - development - de-
  | prioritized. These are much bigger trade-offs than a single
  | mesh being unoptimized. A single mesh is nothing.
  | 
  | It's a fun fact that this mesh is LOD0, and so is the teeth
  | mesh. But that alone doesn't tank the performance of the game
  | and is probably unlikely to be addressed in lieu of actual
  | performance fixes. The fixation on these meshes in the thread
  | is kind of excessive.
  | 
  | A lot of these comments are quite galvanized so I don't want to
  | add to that - just giving more context.
 
    | eloisant wrote:
    | I get that you can leave a bunch of things unoptimized, as
    | long as it works fine.
    | 
    | What I don't understand is - how did they not notice that the
    | performances was horrible even high end hardware? How did
    | they not decide to take the time to investigate the
    | performances issues and find the causes we're talking about
    | now?
 
      | tbillington wrote:
      | I _guarantee_ they knew about it.
      | 
      | They even posted on social media 1 week before launch
      | warning people to expect lower than expected performance,
      | and raised the system requirements.
      | 
      | If companies have to decide between prioritising features
      | that they've advertised, show stopper bugs, and
      | performance, guess which one always takes the back seat :)
 
    | smolder wrote:
    | You're right that this kind of stuff is sort of par for the
    | course. As in other cases, it's indicative of (IMO) a bad
    | development process that they didn't budget the time to
    | polish before shipping. I save my games budget for stuff that
    | is "done when it's done", not rushed out, mostly out of
    | principle.
    | 
    | If you aggressively min-max development cost & time vs
    | features, there are big external costs in terms of waste
    | (poorly performing software carries an energy and hardware
    | cost,) end-user frustration, stress on workers, etc., which
    | is how I justify voting with my money against such things.
 
    | mvdtnz wrote:
    | > It's completely normal in AAA games to have a few imperfect
    | and in-optimal things.
    | 
    | No, mate, stop. The state of C:S2 is well beyond anything we
    | should accept as "completely normal". It's a defective
    | product that should not have been released. Stop normalising
    | this crap.
 
      | Retric wrote:
      | Their point is that specific mesh could be left alone and
      | the game still be playable as long as other issues were
      | fixed.
      | 
      | Chances are a nearly complete version of C:S2 was playable
      | and they "broke it" at the last minute by not finishing the
      | optimization process.
 
        | mvdtnz wrote:
        | That's speculation based on nothing but vibes.
 
        | Retric wrote:
        | It's speculation based on these mesh sizes being so
        | arbitrary in the game development process _and what's
        | broken being unnecessarily window dressing for gameplay._
        | It's the kind of thing that could be delayed to the last
        | minute with some simple placeholder.
        | 
        | "Now you might say that these are just cherry-picked
        | examples, and that modern hardware handles models like
        | these just fine. And you would be broadly correct in
        | that, but the problem is that all of these relatively
        | small costs start to add up, especially in a city builder
        | where one unoptimized model might get rendered a few
        | hundred times in a single frame. Rasterizing tens of
        | thousands of polygons per instance per frame and
        | literally not affecting a single pixel is just wasteful,
        | whether or not the hardware can handle it. _The issues
        | are luckily quite easy to fix, both by creating more LOD
        | variants and by improving the culling system._ It will
        | take some time though, and it remains to be seen if CO
        | and Paradox want to invest that time, especially if it
        | involves going through most of the game's assets and
        | fixing them one by one."
        | 
        | IE: The the game would have looked nearly complete even
        | if none of these meshes where in use. Meanwhile the
        | buildings themselves are optimized.
 
  | matsemann wrote:
  | It could have been like a hundred vertices and a clever normal
  | map. Just insane.
 
  | ripper1138 wrote:
  | The studio that made this has like 30 devs.
 
    | harrid wrote:
    | This doesn't fly with a one man team and not with a 1000.
    | It's just badly done, there's no sugarcoating. Those meshes
    | should never end up in the game files.
 
| MagicMoonlight wrote:
| 100,000 vertices for a pile of logs and 10,000 for teeth inside a
| characters head is hilarious.
| 
| It blows me away how bad everyone is at their jobs. Imagine
| spending all day working on something and then you just make it
| garbage.
 
  | 4gotunameagain wrote:
  | Now that's a bit harsh. You don't know what is going on inside
  | that company, and under what environment the development
  | happened.
  | 
  | This all could easily stem from a couple of key people leaving
  | and chaos breaking loose, or from extreme time pressure by the
  | publishers.
 
    | MichaelZuo wrote:
    | The default assumption is that the studio is not particularly
    | different from the norm of the industry, unless proven to be
    | otherwise.
 
      | clnq wrote:
      | Colossal Order has about 40 employees, even though they are
      | AAA. Here - proven otherwise.
 
  | praptak wrote:
  | My humble experience is that this scale of duckup is
  | unachievable from line workers being bad at their jobs.
  | 
  | It is easily achievable from bad/misaligned incentives, poor
  | leadership, no product vision and probably a dozen other
  | organisation problems which make decent workers working on
  | stuff that actively makes the end product worse. Think Boeing
  | 737 Max.
 
  | misnome wrote:
  | To the contrary: I'm sure all the developers worked very hard,
  | and very competently.
  | 
  | It sounds like classic mismanagement. Some artists making this
  | being told that there will be some automatic culling or LOD
  | system so to go wild - it won't affect the end result; and the
  | system not being ready or being cut by another part of the
  | organisation without the artists ever knowing about it.
  | 
  | I'm sure there were vocal developers who understood the
  | problems and advocated for fixing - but a decision was made to
  | release anyway; I can't even say wrongly, because games being
  | half-finished on release and polished later is not at all
  | unusual nowadays even for flagship titles; and they do have a
  | track record of supporting their titles for a long time.
  | 
  | I can well imagine a reasonable decision to get money coming in
  | now for the cost of a couple of months of low level complaints
  | that nobody will remember in a year.
  | 
  | It sucks, but I am willing to bet it's not laziness or people
  | being bad at their jobs.
 
  | Geee wrote:
  | Lmao. This is often how everything seems from the outside, but
  | the inside story is something else. Probably just too much
  | work, not enough time.
 
| coldcode wrote:
| Any time you try to do something complex you have to start with
| the state of the art at the beginning of development time; like
| in this case, you might have to use something not quite ready for
| prime time, hoping it will improve enough during development. If
| it doesn't, you have to roll your own, which is often hard to do
| since you didn't start out that way. I worked on a MMO game
| engine 10 years after it was released years too early, it was
| still loaded with horrific code and architecture that was hard to
| correct or improve since we still had to ship regularly. The
| engine was designed (if you can call it that) in 1998 and was
| entirely too complex for that era.
| 
| If you only stick to the mature tech, then you may wind up being
| potentially unable to even produce your (advanced) game. It's
| always a challenging tradeoff. As long as the game is playable
| and you make enough to continue improving you might be OK; but of
| course you might go belly up before you fix it enough.
| 
| By the time CS2 makes it to Mac, it might be improved enough to
| actually play!
 
  | rasz wrote:
  | Not implementing any LOD is not 'state of the art', its 'let me
  | just click here and import those assets we bought from
  | middleware company as is with no processing or inspection'.
 
  | solardev wrote:
  | Everquest?
 
  | badindentation wrote:
  | Runescape?
 
| theNJR wrote:
| While the complaints about performance are valid, I'm still
| having a blast with the game. Having an 11 month old means it's
| hard to go deep into something like Cyberpunk since I only get
| short gaming bursts (ie 7:30 when she goes to bed until 8:30 when
| I turn off screens). Not enough to play a deep narrative game but
| plenty of time to expand out my industrial area, fix a highway
| interchange and figure out what's going on with the tram line.
 
  | wilg wrote:
  | I'm enjoying it too. It's fairly similar to the previous one,
  | and have encountered a few simulation bugs, but I'm happy with
  | it. I'm able to run it okay at 4K.
 
    | slimsag wrote:
    | If I played the old one and enjoyed it, what's the pitch for
    | the new one? e.g. why is it better? On the surface it kinda
    | just looks like the previous one, but I haven't dug into it
 
      | capableweb wrote:
      | I've played a lot of CS1 (and recently, lots of CS2), here
      | are the biggest improvements for me:
      | 
      | - The simulation is much deeper than before, not basically
      | just statistics on a page
      | 
      | - The game plays slightly harder, more management needed in
      | order to have a proper budget. But like in the first, that
      | disappears once you have 100/200K citizens, as it's hard to
      | fuck up the budget at that stage.
      | 
      | - The control of roads is a lot better, compared to vanilla
      | CS1. Nowhere near modded CS1, but it'll easily get there
      | with some time, the foundation of CS2 is a lot stronger and
      | easier to extend
      | 
      | - Able to build bigger cities will less lag compared to
      | CS1. I'm sure this will improve even more in the future.
      | Going ECS I'm sure made a huge difference in simulation
      | performance.
 
      | solardev wrote:
      | The roads/transportation networks are better (baked into
      | the engine more deeply now, such for roundabouts and multi-
      | modal transportation) and the map is much bigger. But
      | honestly CS:1 mods did a "good enough" job at addressing
      | those shortcomings anyway, and CS:2 is missing a lot of the
      | DLC stuff that the first one added. It's got a pretty
      | minimal selection of buildings at this point.
      | 
      | I'd wait a few months/years if I were you. Personally I
      | feel like CS:2 was more of an architectural rewrite (as in
      | the simulation engine) was awesome future potential, but
      | gameplay-wise, modded and DLCed CS:1 just has a lot more
      | actual content.
      | 
      | I still enjoyed CS:2 a lot though, if only because it's
      | been a hot minute since the first game, and I forgot how
      | much I loved this genre.
 
  | stouset wrote:
  | I'm also loving the game. There are a few issues, and
  | performance could be better, but all in all it feels like a
  | really nice entry with solid bones that should lead towards
  | most of these issues being resolved with far less effort than--
  | say--Cyberpunk.
 
  | bigstrat2003 wrote:
  | The complaints are valid to some extent, but also overblown
  | too. People complaining that 30-50 FPS is unplayable need to
  | get some perspective on what is and is not playable. And even
  | the article here drops some hot hyperbole when it says that the
  | game runs worse than CP2077 with max settings and path tracing.
  | I've run (tried to run) CP in such a configuration, and I get
  | framerates in the _teens_. By contrast I haven 't actually
  | bothered to measure the framerate in CS2 because it's perfectly
  | smooth for me.
  | 
  | I'm all for holding developers accountable for flawed games,
  | but the level of negative hyperbole around CS2 has been a real
  | stain on the community.
 
    | paavohtl wrote:
    | The CP2077 comparison is not hyperbole - it is literally how
    | badly this game performs (or at least performed on launch) on
    | top-tier gaming hardware (namely RTX 4090). I linked a source
    | with the quote.
 
    | sundvor wrote:
    | I just got CP2077 along with a new system, where I experience
    | frame rates regularly north of 150 - almost always north of
    | 100 with PBR, everything maxed out. It runs incredibly smooth
    | 100% of the time, and looks completely stunning on my 32"
    | 2560x1440x144 monitor. Specs are 4090/7800x3d, 64gb 6000c30,
    | 990 pro nvme, bought mostly for being able to run DCS World
    | (and iRacing) on triple screens plus Star Citizen. The 4090
    | is beast, and absolutely worth it.
    | 
    | I haven't had time or perhaps motivation to load up CS2 much,
    | with that superb Cyberpunk story to be explored (and planes
    | to fly), but on the initial tutorial I noticed a weirdly low
    | fps for what was not a super impressive image.
    | 
    | I installed Skylines 2 through my gamepass; my initial
    | thoughts were to come back after some post release patch
    | cycles.
    | 
    | It took the CP2077 team a lot of time but they completely
    | turned a trainwreck into something rather magic, so I'm
    | hoping Skylines 2 will experience the same. I did enjoy the
    | original release years ago.
    | 
    | Finally a kudos to the author for this in depth, well written
    | article! I really enjoyed it.
 
| bob1029 wrote:
| The whole industry seems in need of a major reset event (aka true
| competition).
| 
| We wasted a _LOT_ of innovation tokens on VR, ray tracing, battle
| royales, etc. The availability of OSS and COTS engines has been
| an uplift on paper, but brought with it an entire new universe of
| downsides with regard to actual player experiences.
| 
| For better or worse, I believe that a _higher_ barrier to entry
| is a good thing for a major creative effort like a video game or
| feature length film. Both of these typically require involving
| more than 1 human in a deep, passionate way. You really want to
| make sure you have the right vision  & people or it's _going_ to
| turn out shit.
| 
| Would you rather have 30 kinda meh games you can play for ~20-50
| hours each, or 2 super incredible games that have endless replay
| value? At a certain point, the value proposition goes
| discontinuous with this form of entertainment. In my view, you
| should always seek this criticality and consider how severe the
| economics are if you fail to reach it. You can't necessarily plan
| to build something that will last as long as WoW from the
| beginning, but you can certainly ask yourselves "is this still
| fun to play?" on a daily basis.
| 
| I'm not saying we go back to the abacus, but there is a price to
| be paid for the level of abstraction we are operating with today.
| You stop thinking about things and they leak into the player
| feel. When you are working on top of a physics engine that you
| separately tuned for 1000 hours under extreme duress, you know
| _exactly_ when something isn 't quite right _and can do something
| about it immediately_. Every COTS engine is a very leaky
| abstraction that turns into a titanic disaster the moment you
| desire things like bespoke multiplayer or platform functionality.
| 
| I also think there is a vertical ownership crisis in the
| industry. When you have all of your assets being produced in a
| separate silo, you _should_ expect a very manufactured look  &
| feel when they are combined with the rest of the product. Less
| content would probably feel like a lot more if we'd slow down a
| bit and re-integrate the artists, developers, testers, etc. under
| fewer hats.
 
| timeon wrote:
| This is not about performance but I find the example to have
| unrealistic design.
| 
| The 'city' in the article has population of 1000. That would be
| village where I live - but it is drown in pretty wide roads and
| huge amount of parking places.
 
  | Filligree wrote:
  | Cities Skylines, somewhat infamously, only allows American city
  | designs to work. If you want to build something European, you
  | can't.
 
  | ziddoap wrote:
  | A general rule of thumb I always used was to take take whatever
  | the in-game population says and multiply it by 10 to get a
  | closer match between the size/complexity of the city and what
  | the population would more realistically be.
  | 
  | If I recall correctly, there was even a few mods that did a
  | similar re-balancing of the population numbers in the first
  | game.
 
| mrcwinn wrote:
| I loved every bit of this post, especially the final few
| sentences. Thank you.
 
| ajkjk wrote:
| Does the game have a campaign mode yet? I'm desperate. I loved
| C:S 1 for a few hours and then had nothing to do. Just need some
| kind of challenge mode and I'd be hooked for life.
 
  | capableweb wrote:
  | Campaign mode? It's a sandbox game, like the countless of other
  | sandbox simulators, you make your own goals :)
  | 
  | Otherwise I guess you could ask people for the savegames of
  | almost broken cities and try to rescue them?
 
    | ajkjk wrote:
    | Tons of sandbox games have campaigns. I think Roller Coaster
    | Tycoon, for instance, was the perfect example.
 
  | solardev wrote:
  | Have you tried the mods yet? I had a lot of fun coming up with
  | my own goals, like perfect happiness without cars (using only
  | transit, bicycles, and walking paths), or flood-proof cities
  | (the hydro simulation is pretty fun to mess around with), or
  | rebuilding a city after an asteroid (or maybe fifty...) hit
  | it...
 
| lowbloodsugar wrote:
| DOTS is the brain child of Mike Action. See his 2014 CppCon
| "Data-Oriented Design and C++" [1]. But Mike has left Unity,
| according to his twitter.
| 
| [1] https://www.youtube.com/watch?v=rX0ItVEVjHc
 
  | tuna74 wrote:
  | The same Mike Action that claimed that 30 fps games sold better
  | than 60 fps games using a very questionable data set (excluding
  | sports games etc).
 
  | frogblast wrote:
  | Despite the original post talking about DOTS rough edges, I
  | didn't see anything in that article that actually suggested
  | DOTS was the cause: that would cause CPU overhead, but it seems
  | like they simply have a bunch of massively over-detailed
  | geometry, and never implemented any LOD system.
  | 
  | Maybe they could have gotten away with this with UE5's Nanite,
  | but that much excessive geometry would have brought everything
  | else to its knees.
 
    | iMerNibor wrote:
    | > Maybe they could have gotten away with this with UE5's
    | Nanite
    | 
    | Exactly.
    | 
    | If unity actually delivered a workable graphics pipeline (for
    | the DOTS/ECS stack, or at all keeping up with what UE seems
    | to be doing) these things probably wouldn't be an issue.
 
      | frogblast wrote:
      | DOTS/ECS has nothing to do with geometry LODs. Those are
      | purely optimizing CPU systems.
      | 
      | Even if DOTS was perfect, the GPU would still be entirely
      | geometry throughput bottlenecked.
      | 
      | Yes, UE5 has a large competitive advantage today for high-
      | geometry content. But that wasn't something Unity claimed
      | could be automatically solved (so Unity is in the same
      | position as every other engine in existence apart from
      | UE5).
      | 
      | The developer should have been aware from the beginning of
      | the need for geometry LOD: it is a city building game! The
      | entire point is to position the camera far away from a
      | massive number of objects!
 
        | iMerNibor wrote:
        | To quote from the blog post:
        | 
        | > Unity has a package called Entities Graphics, but
        | surprisingly Cities: Skylines 2 doesn't seem to use that.
        | The reason might be its relative immaturity and its
        | limited set of supported rendering features
        | 
        | I'd hazard a guess their implementation of whatever
        | bridge between ECS and rendering is not capable of LODs
        | currently (for whatever reason). I doubt they simply
        | forgot to slap on the standard Unity component for LODs
        | during development, there's got to be a bigger roadblock
        | here
        | 
        | Edit: The non-presence of lod'ed models in the build does
        | not necessarily mean they don't exist. Unity builds will
        | usually not include assets that aren't referenced, so
        | they may well exists, just waiting to be used.
 
    | baazaa wrote:
    | The author's point is that poor support for DOTS meant the
    | devs had to roll their own culling implementation which they
    | screwed up.
 
| olaulaja wrote:
| For a bit of reference, a full frame of Crysis (benchmark scene)
| was around 300k vertices or triangles (memory is fuzzy), so 3-10
| log piles depending on which way my memory is off and how bad the
| vertex/triangle ratio is in each.
 
  | ReactiveJelly wrote:
  | Sounds right. I remember seeing "1M Triangles" in the
  | performance HUD and thinking, that's crazy, a million
  | triangles. Probably very few shared vertices once you account
  | for edge splits, billboards, etc.
 
  | paavohtl wrote:
  | Author here: I never bothered counting the total vertices used
  | per frame because I couldn't figure out an easy way to do it in
  | Renderdoc. However someone on Reddit measured the total vertex
  | count with ReShade and it can apparently reach hundreds of
  | millions and up to 1 billion vertices in closeups in large
  | cities.
 
| butz wrote:
| Now imagine performance, if this game could be written by a
| single person in assembly...
 
  | solardev wrote:
  | Roundabout Tycoon(tm): Untoothed Edition
 
  | rasz wrote:
  | Code is not the problem here, assets are. Even Chris Sawyer had
  | an artist assigned for Transport Tycoon, otherwise you would
  | end up with programmer art.
 
  | MagicMoonlight wrote:
  | Without the stupidly implemented front end draining the
  | resources you could easily have millions of people in your
  | city.
 
    | qwytw wrote:
    | Why do you think the UI is causing all the performance
    | issues?
 
| thrillgore wrote:
| "And the reason why the game has its own culling implementation
| instead of using Unity's built in solution because Colossal Order
| had to implement quite a lot of the graphics side themselves
| because Unity's integration between DOTS and HDRP is still very
| much a work in progress and arguably unsuitable for most actual
| games."
| 
| This sadly tracks with my own experiences with Unity's tooling,
| where DOTS did ship but its implementation rots on the vine like
| every other tool they acquired. The company is woefully
| mismanaged, its been mismanaged, and given the very public
| pricing incident from a few weeks back, they aren't focusing on
| improvements to the engine, but on any way to scrap money from
| its users.
| 
| Bevy's ECS implementation is really good, and I want to see it
| succeed here, in addition to Godex.
 
  | wilg wrote:
  | DOTS is homegrown isn't it?
 
| honkycat wrote:
| Unity has been stalling on it's DOTS and network stack re-
| implementation for like 5 years now.
| 
| There is no excuse other than leadership are cashing the checks
| and squeezing the juice out of the company until they close it,
| which would make sense looking at their semi-recent merger and
| poor behavior by the CEO.
| 
| Seriously, I was looking into Unity at the start of Covid while
| laid off, and DOTS was "around the corner" even THAT far back!
| 
| They still don't have an answer for a network stack, and now LOD
| is broken? LMAO.
| 
| Unity has been a dirty word for me for a number of years. This is
| the pay-off for dismissing people's concerns and insisting it
| will buff out eventually.
 
  | kristianp wrote:
  | When reading sections of the article about Unity's permanently
  | experimental features, I was wondering why they didn't use a
  | different engine (probably because their expertise is in
  | Unity). Does Unreal for example have support for this kind of
  | game?
  | 
  | Oh and I have to mention the cascaded shadow mapping: "taking
  | about 40 milliseconds or almost half of total frametime. ". -
  | 40ms is 25fps all by itself!
 
| flipgimble wrote:
| One conclusion is that Unity's technology stack is more like a
| Tower of Jenga with pieces in random state of readiness and
| compatibility. More and more Unity comes out looking like a
| mismanaged mess that lost its way from the goal of "democratizing
| game development".
| 
| I'm guessing the studio was pressured to release on a hard
| deadline to make the publisher their promised profits. This game
| would have been a guaranteed first day purchase for me, but the
| bad press coverage now made me move on to other games in the
| limited time I have. So I may check back to see if the updates
| fixed the pefromance in 6mo or never. What I'm saying is that the
| person who decided on this release date likely made a long term
| strategic mistake for short term profit, or was forced to do so
| by another idiot up the chain.
 
  | MrLeap wrote:
  | > "Unity's technology stack is more like a Tower of Jenga"
  | Unity has a RELATIVELY firm foundation, and lots of optional
  | out buildings that are short jenga towers. It does take some
  | bonecasting to identify which is which. I would characterize
  | the use of DOTs in a product you mean to ship as _gutsy_. For
  | my projects I'd be liable to first write a compute shader for
  | anything they used DOTs for.
  | 
  | Despite all that, from my reading it doesn't look like CS:2
  | really got bit too badly for using it. Their perf issues are
  | more broadly explained by poor LOD coverage, treating their
  | addons like black boxes, and no occlusion culling. These are
  | issues that no stack is immune to.
 
    | asdff wrote:
    | If your stack merely had "run the production code on a
    | typical user environment" as part of the process, you'd have
    | caught this ahead of release though.
 
| Unfrozen0688 wrote:
| Imo graphics peaked on PS2. All I need is RE4 / FFXII style
| graphics rendered in 4k resolution. Sublime.
 
| cratermoon wrote:
| To paraphrase, "Colossal Order's programmers were so preoccupied
| with whether or not they could, they didn't stop to think if they
| should"
 
| dang wrote:
| Hey all: this is an interesting article. Can we please discuss
| what's _specifically_ interesting here?
| 
| Threads like this tend to become occasions for responding
| generically to stuff-about-$THING (in this case, the game), or
| stuff-about-$RELATED (in this case, the framework), or stuff-
| about-$COMPARABLE. There's nothing wrong with those in principle
| but each step into genericness makes discussions shallower and
| less interesting. That's why the site guidelines include " _Avoid
| generic tangents_ " -
| https://news.ycombinator.com/newsguidelines.html
 
| hertzrut wrote:
| Unity is hostile to serious game development
 
| alkonaut wrote:
| Making a AAA game sounds horrible. And making one in Unity sounds
| doubly so. All of these things sound like fixable issues. They'll
| likely be fixed. Hopefully the developers made these oversights
| because they focused on what makes the game worth fixing to begin
| with: that the gameplay is fun. In many recent games I feel
| developers have focused on the wrong things and totally forgot
| the core, meaning if they fix the bugs - the game is still quite
| hollow (cough, Starfield). A game like this should of ocourse
| have a continous perf process and if it doesn't run ok (min 30fps
| on median hardware 60 on enthusiast hardware for example) then it
| just shouldn't ship. I wish more studios would stop having
| crunchtime for meaningless deadlines such as holiday seasons.
| Someone has said "it's ok to be just 10fps on beefy hardware, we
| can fix that later, let's ship it now".
 
  | Dah00n wrote:
  | >Someone has said "it's ok to be just 10fps on beefy hardware,
  | we can fix that later, let's ship it now".
  | 
  | Well, yes, because it doesn't matter. It is on the top seller
  | list on Steam. I agree with you, but we can discuss fixes till
  | our fingers bleed. In the end, the problem is capitalism.
  | 
  | https://store.steampowered.com/search/?supportedlang=english...
 
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