[HN Gopher] Civilization VII recommends 16 cores and 32GB RAM fo...
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       Civilization VII recommends 16 cores and 32GB RAM for 4K gameplay
        
       Author : doener
       Score  : 54 points
       Date   : 2024-10-04 19:43 UTC (3 hours ago)
        
 (HTM) web link (www.tomshardware.com)
 (TXT) w3m dump (www.tomshardware.com)
        
       | ww520 wrote:
       | Yuck. They need to cut the flash and concentrate on playability,
       | where performance is a big part of it.
        
         | rjbwork wrote:
         | It's for 4k. The lower res settings are far less. If you want a
         | premium experience in a premium resolution you should have
         | premium gear. Makes sense to me.
        
         | Alupis wrote:
         | Previous Civ games seriously bog down mid-to-late game. It's
         | not visual candy, it's just all the units/ai doing its thing.
         | The more turns you take, the longer each end-of-turn takes.
         | 
         | I could see where suggesting 16 cores and more could be a good
         | benchmark for a high-end experience with this game.
         | 
         | > For a playable experience targeting 1080p, Low settings, and
         | 30 FPS, Firaxis recommends entry-level CPUs from Intel 10th Gen
         | and AMD Ryzen's first generation-- very old processors at this
         | point that most PC gamers have likely long upgraded past. The
         | graphics requirements of GTX 1050, RX 460, and Arc A380 are
         | similarly reasonable. The old game's recommended RAM spec-- 8
         | GB-- is now the new minimum spec, probably the most significant
         | bump for anyone already using 8 GB or less.
         | 
         | It's also nearly 2025 - for a desktop gaming rig, 32GB of RAM
         | isn't really that unusual, and neither is 16 cores.
        
           | int_19h wrote:
           | It should be noted that Civ5/6 bog down not because the AI is
           | that good, but because the implementation is that slow. It's
           | just a very poorly optimized game.
        
             | Alupis wrote:
             | I also suspect they do not take full advantage of multi-
             | core systems.
             | 
             | Recommending a 16 core CPU might imply that is no longer
             | the case with the newest Civ title.
        
           | evantbyrne wrote:
           | Steam hardware survey indicates that <10% of the market has
           | 16 or more cores. Consumer gaming-optimized CPUs also don't
           | typically have that high of a physical core count. Not saying
           | it is unfair for ultra settings, just not typical even for
           | higher-end game rigs.
        
             | Alupis wrote:
             | I would suspect a great deal of the "8 cpus" segment is
             | really 8 physical cores with 16 vcores - but I could be
             | wrong.
             | 
             | Either way, those playing on 4K are most likely to meet or
             | exceed these hardware recommendations.
        
               | evantbyrne wrote:
               | Hopefully that is what they mean. I guess we'll find out
               | what the actual performance needs are when it makes it to
               | reviewers.
        
               | prmoustache wrote:
               | OTOH, I understand the GPU requirement but why would 4K
               | need extra cores of CPU and larger RAM than 1080p.
               | Shouldn't the graphical heavylifting be mostly done on
               | the GPU?
        
             | jltsiren wrote:
             | And around 10% of the market has a GPU that meets the same
             | tier of requirements for Civ 7. The people who buy a high-
             | end GPU often also buy a high-end CPU, because it's
             | possible.
        
           | erik_seaberg wrote:
           | FPS death has also the least !!fun!! way to lose a game of
           | Dwarf Fortress, even before it had a GUI.
        
           | prmoustache wrote:
           | >It's also nearly 2025 - for a desktop gaming rig, 32GB of
           | RAM isn't really that unusual, and neither is 16 cores.
           | 
           | /r/USdefaultism
           | 
           | Plenty of people all over the world can't afford or don't
           | want to spend so much money on a new gaming rig every few
           | years.
           | 
           | I just upgraded from:
           | 
           | - core i5 2500 (from 2011)
           | 
           | - 8GB of DDR3
           | 
           | - nvidia 9500GT
           | 
           | to the following config:
           | 
           | - Ryzen 5 2600x 6 cores from 2018
           | 
           | - 16GB of DDR4
           | 
           | - Radeon rx570 8GB
           | 
           | - 550W PSU
           | 
           | Cost of the operation:
           | 
           | 80EUR for second hand mainboard + CPU + 650W PSU
           | 
           | 40EUR for new Corsair dimms
           | 
           | 15EUR for a second hand case (went from mini-ITX to microATX
           | mainboard)
           | 
           | That is 135EUR in total and there is no way I would have
           | spent much more on a gaming computer right now. I have enough
           | to spend on a trip on the other side of the atlantic, fixing
           | my house, go solar + some bicycle and motorbike parts and
           | maintenance.
        
             | Alupis wrote:
             | I dare say you are not the target audience for 4K gaming
             | then - which is where those recommended specs came from.
             | The price of a GPU that can game in 4K is many multiples
             | more than your entire system upgrade cost.
             | 
             | Your hardware will dictate what kinds of games you can
             | play.
             | 
             | People who enjoy AAA titles and want everything on max
             | settings - 32GB of ram and 16 core systems are not
             | abnormal. On the high end, some folks are even starting to
             | use 64GB of RAM.
        
               | prmoustache wrote:
               | Fair enough I have been staying off hidpu on purpose on
               | all my devices[1] and don't necessarily look for the
               | newest games: I only recently bought Red Dead Redemption
               | 2 for instance and haven't launched it yet.
               | 
               | When you don't want to spend a lot of money on gaming, it
               | is better living in the past and play games from several
               | years or a console generation before. If you don't try
               | the new ones and only keeps being loosely aware of new
               | releases, you never feel frustrated and actually benefit
               | from games that are finished and fully patched, decent
               | offers for games + DLCs and sometimes well made mods.
               | 
               | [1] funnily enough except my mobile phone which has the
               | biggest resolution of them all
        
         | AshamedCaptain wrote:
         | But then why would anyone upgrade to Civ N+1?
        
         | bryanlarsen wrote:
         | It sounds like they've done a fabulous job on scalability.
         | Minimum specs is 4 cores, 8GB RAM and a 1050. That'd have been
         | a mediocre machine 8 years ago.
        
       | miohtama wrote:
       | Civ 1 had FPS of 5 frames per sec.
        
       | ribosometronome wrote:
       | Why would 4K be so ram intensive like that? Isn't it usually the
       | VRAM (and disk speed, to some extent?).
        
       | loufe wrote:
       | I'm surprised to hear there are high core count requirements. My
       | understanding was that grand strategies were always going to be
       | performance-limited based on single core performance, given the
       | interlinkedness of all game variables.
        
         | johnklos wrote:
         | It really isn't tough to come up with scenarios where the game
         | can schedule off lots of independent threads to work on various
         | things, then collect the data when ready.
         | 
         | But 16 _cores_? Not just 16 threads, but cores, where the total
         | number of possible simultaneous threads is 32? Or is this them
         | hedging for the total number of cores where cores could also be
         | Intel e cores?
         | 
         | Either way, I'll be interested to see CPU utilization when
         | people test out the game :)
        
         | extr wrote:
         | If I had to guess, the actual calculations for the logic of the
         | game itself are completely trivial and are not bottlenecked by
         | any modern processor or any number of cores. They're not
         | exactly doing MCMC to simulate outcomes.
        
           | momoschili wrote:
           | this definitely isn't the case in my experience. I run Civ VI
           | on a relatively high end desktop (5950x + 3080 Ti) and there
           | is a very noticeable slowdown between turns with lots of
           | Civs/city states on large maps
        
             | toyg wrote:
             | Yeah that is the case with V as well, even when you turn
             | off all the bells and whistles.
        
             | 0cf8612b2e1e wrote:
             | Isn't that more the AI than the game mechanics?
             | 
             | With zero knowledge of how it works, I would also expect
             | that each tick is some trivial calculations to determine
             | yield per square for each city (plains square starts at +1
             | * 3 workers * 1.2 improvement modifiers) and combat
             | resolution. Deterministic calculations that should complete
             | instantly.
        
         | marshray wrote:
         | Real-time competitive online games need the strategy part to
         | work well on the lower-end systems which tend to be extremely
         | common among the player base. A player shouldn't be able to
         | upgrade their way to a significant competitive advantage, i.e.,
         | let them argue about 10ms worth of vsync rates rather than
         | 100's of ms of cpu lag.
         | 
         | But for turn-based offline games, players with fewer cores can
         | substitute a bit of patience. They can use the time to think as
         | well as the computer.
        
       | ysofunny wrote:
       | I worry that they're pulling a Bethesda patented "starfield"
       | fiasco.
       | 
       | I'm pretty sure all they really want is for us to buy newer
       | hardware (that's the bethesda way)
       | 
       | may I eat my own words and may we have a nice civ 7 (won't hold
       | my breath tho)
        
         | Alupis wrote:
         | > I'm pretty sure all they really want is for us to buy newer
         | hardware (that's the bethesda way)
         | 
         | What would a video game developer/publisher get out of you
         | buying new hardware?
        
           | buffington wrote:
           | New hardware justifies new software, etc. Eventually, they'd
           | like to sell you another game. You're more likely to buy that
           | game if you've "kept up."
        
             | Alupis wrote:
             | Usually PC Gamers buy the games first, and then if they are
             | not satisfied with their current GPU's performance, they
             | might upgrade - maybe... or lower the settings a little.
             | Unlike console gamers - pc gamers have a lot of
             | adjustability at their disposal.
             | 
             | Anecdotally, most PC gamers I know unintentionally go in
             | 2-3 year cycles for upgrades - usually the GPU. It's not
             | planned, it's just when things start feeling
             | underperforming. Often after upgrades, people binge old
             | games they already owned but now at higher settings or FPS.
        
       | bryanlarsen wrote:
       | Minimum spec is a Steam Deck so you can put down the pitchforks.
        
         | jauntywundrkind wrote:
         | It's incomprehensible how much more excellent and accessible
         | gaming is with food scaling tech like FSR and XeSS. I long
         | resisted, but after my old GPU put up a terrible showing (on
         | WH40K Darktide) I gave it a go and became a convert.
         | 
         | Steam Deck sets such an excellently low target for games, that
         | they have to make possible, but it also does it at such a
         | perfectly not-excessive resolution. So games need to target
         | this pretty modest system, at modest resolution.
         | 
         | Beyond performance, it also encourages games to be considerate
         | for low res gamers, fitting the elements on the screen and
         | making everything readable & usable. It's amazing to me that
         | info dense games like Last Spell (what an excellent squad town
         | defender) have gotten ported & play well!
         | 
         | Deck has brought about such a fantastic renormalization of what
         | PC games need to be able to do.
        
       | mihaaly wrote:
       | The high detail rendering and animations (especially the idle
       | characters and scenery with seagulls and alike) are the least
       | important in this game and adds exactly zero to the joy of turn
       | based strategy. A schematic view is way enough for this kind of
       | game. I am a bit sceptical about this version (just like most
       | before with supefluous graphics) if this is what gets the time
       | and energy of the developers.
        
         | marshray wrote:
         | It's almost certainly a different set of developers working on
         | graphics/animation than gameplay/strategy.
        
         | Dalewyn wrote:
         | >The high detail rendering and animations (especially the idle
         | characters and scenery with seagulls and alaike) are the least
         | important in this game and adds exactly zero to the joy of turn
         | based strategy.
         | 
         | Au contraire, as a kid playing these games I really liked
         | taking a moment to pause and zoom in and imagine the kinds of
         | lives my people would be having.
        
       | evantbyrne wrote:
       | Not being playable at 4k/60fps on a 7800x3d with the best
       | consumer graphics card on the market is a pretty interesting
       | choice. Hopefully it means they've improved the AI.
        
         | Saris wrote:
         | That's why specifying core count is a dumb way to do system
         | requirements.
        
       | ortusdux wrote:
       | Sounds like a great candidate for cloud gaming. It looks like
       | this would require the $20/mo GeForce Now tier. It's a shame that
       | Stadia flopped.
        
         | gtvwill wrote:
         | Eh cloud gaming's a bit of a hard sell...it's targeted at the
         | cash strapped...don't have 2k for a gaming rig? Here spend 240
         | a year on a subscription... but you also need a 100+ buck a
         | month internet connection... and some expensive hardware to
         | utilize it.
         | 
         | Which is way more dough than a cash strapped players got.
         | That's the kinda service for rich kids. Especially when you
         | could just buy a used Xbox or Playstation in the current gen
         | for a few hundred and a lower tier internet connection. Once
         | it's saved and paid for its not a monthly drain like these
         | subscription services...which if your tight on money a few
         | months of the year because say work is sporadic and your low
         | income can be a nightmare.
         | 
         | Inherently broken product/price platform. There's a reason it
         | doesn't take off at the pace they expected to. It's marketed to
         | poor kids but it's priced for the rich.
         | 
         | If your rich enough to afford game streaming and all the
         | baggage it requires you just buy a gaming pc or console
         | outright anyways. Folks like owning things, game streaming you
         | own nothing and pay forever. Lose lose proposition.
        
       | Lammy wrote:
       | They have to push this kind of thing to have a reason to sell a
       | Civ VII at all considering their biggest competitor is
       | themselves. I would consider myself to be a "Civ fan" but still
       | haven't even bought VI. I was waiting for it to be complete and
       | on discount, but I can't say I'm interested in spending $80 on it
       | even though it is now both of those things:
       | https://store.steampowered.com/bundle/12218/Sid_Meiers_Civil...
        
         | toyg wrote:
         | I bought VI with a humble bundle, and just didn't like it. V
         | was fine, people just wanted some flexibility when decorating
         | cities; but developers built an entirely new set of mechanics
         | on top of that request, and made the game more complicated that
         | it needs to be. With VII they seem to have doubled down on that
         | concept, so I don't think I'll buy it anytime soon.
        
         | driscoll42 wrote:
         | It has been as low as $5 - https://isthereanydeal.com/game/sid-
         | meiers-civilization-vi-p... and it's $10 at Green Man Gaming
         | right now - https://www.greenmangaming.com/games/sid-meiers-
         | civilization...
        
           | Lammy wrote:
           | Thanks for the GMG link!
        
       | momoschili wrote:
       | sounds like the game will be perfectly playable on mid-tier
       | hardware, and you only need better hardware for "ultra" 4K. Bit
       | of a poor clickbait headline by Tom's which has unfortunately
       | become the norm :(
       | 
       | I'm happy that there are some higher fidelity graphics that will
       | be available for those that can use it
        
       | stiray wrote:
       | I bet they did 3d rendering in browser with javascript and every
       | character is in separate iframe to achive compartmentalization
       | while the logic is architecturally separated and written in
       | prolog + llama + logo, like latest design trends require.
       | 
       | Reminds me of working with cloud...
       | 
       | p.s: rolling my eyes to the point where they fall out and I am
       | blindly forced to search for them around the floor)
       | 
       | p.p.s: you need to be 45+ to understand this post
        
       | jpm_sd wrote:
       | Yeah but look at these graphics. The term "cinematic" is overused
       | but wow. https://www.youtube.com/watch?v=Tc3_EO6Bj2M
       | 
       | I put hundreds of hours into the original Civilzation and Civ2
       | but I haven't played in years. This might actually draw me back
       | in.
        
         | deciplex wrote:
         | They've yet to top Civ4 but third time's a charm I guess.
        
       | init2null wrote:
       | I always find it interesting that Civilization (especially 5+) is
       | basically a board game with added fog of war. These specs seem a
       | little extreme given that fact. That being said, anyone who's
       | played older versions knows that the AI needs every cycle it can
       | get. I'd love to see smarter multithreaded strategy for the AI.
       | Its combat skills border on embarrassing.
        
         | kingkongjaffa wrote:
         | Yes, difficulty scaling in CIV just equates to giving the AI
         | unfair starting points and making it super easy and cheap for
         | the computer controlled players to build advanced, OP units.
        
           | Semaphor wrote:
           | Try V with the Vox Populi mod. While it's also changing tons
           | of mechanics, it vastly improves the AI by a ton.
        
           | vizzier wrote:
           | Not just starting, the AI gets significant overall resource
           | multipliers as you increase the difficulty. [1]
           | 
           | https://civilization.fandom.com/wiki/Difficulty_level_(Civ6)
        
         | germanjoey wrote:
         | Simply increasing processing power for the AI isn't enough.
         | Gameplay mechanics are intimately related to the capabilities
         | of the AI.
         | 
         | For example, when they redesigned combat around the 1-Unit-Per-
         | Tile (1UPT) mechanic for CIV 5, this crippled the ability of
         | the AI to wage war. That's because even if a high-difficulty AI
         | could out-produce the player in terms of military, they were
         | logistics-limited in their ability to get those units to the
         | front because of 1UPT. That means that the AI can't threaten a
         | player militarily, and thus loses it's main lever in terms of
         | it's ability to be "difficult."
         | 
         | Contrast this to Civ 4, where high-difficulty AIs were capable
         | of completely overwhelming a player that didn't take them
         | seriously. You couldn't just sit there and tech-up and use a
         | small number of advanced units to fend off an invasion from a
         | much larger and more aggressive neighbor. This was especially
         | the case if you played against advanced fan-created AIs.
         | 
         | I'm hoping they get rid of 1UPT completely for Civ 7, but I
         | have a feeling that it is unlikely because casual players (the
         | majority purchaser for Civ) actually like that 1UPT effectively
         | removes tactical combat from the game.
        
           | jltsiren wrote:
           | 1UPT added tactical combat to the game. Before Civ 5, the
           | lowest level of warfare was operational. If you got your
           | units close to the enemy, they were in position to fight. You
           | didn't have to worry much about battlefield formations,
           | terrain, coordinating the actions of different units, and so
           | on.
           | 
           | This addition of tactical combat crippled the AI, because it
           | doesn't understand the situation on the battlefield, and it's
           | not good at making and adjusting plans.
        
           | me_me_me wrote:
           | I am not sure if I buy this resoning. While doom tile army is
           | much easier to create, I found it hard to imagine major AAA
           | game dev making same game for ever unable to create proper Ai
           | that handles strategy and tactics with multi-tiled armies.
           | 
           | There are plenty of small games that handle complex armies
           | fight with plenty units, choke-points and strategical and
           | tactical views. Especially since the unit roaster in Civ
           | games is quite limited in comparison to other strategy games.
        
       | pornel wrote:
       | They probably plan for the game to be on sale for a long time, so
       | they don't want the game to look dated too soon, and aimed for
       | future hardware. The specs won't seem so high in a few years.
       | 
       | Games are long overdue to use the full CPU instead of
       | bottlenecking of single-core performance. I hope they've actually
       | designed for multi-core CPUs, and made as many things data-
       | parallel as possible.
        
       | hyperluz wrote:
       | Maybe it's time to use GPUs for doing AI calculations.
        
       | moribvndvs wrote:
       | 10th gen Intel is a "very old CPU"?
        
       | serf wrote:
       | even on a monster machine the turn-times get exhausting at the
       | end of a large-map game on VI..
       | 
       | Maybe they're focusing on graphics so that we have more pretty
       | things to stare at while awaiting the 45s turn end while it
       | calculates the other civs.
        
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       (page generated 2024-10-04 23:02 UTC)