[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)
        
 (HTM) web link (blog.paavo.me)
 (TXT) 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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