![]() Huhtala suggests the devs had to write out a lot of code themselves, simply because Unity either didn't have what was needed or the status of the new software features required significant handcrafted solutions at that time.īest CPU for gaming: The top chips from Intel and AMD.īest gaming motherboard: The right boards.īest graphics card: Your perfect pixel-pusher awaits.īest SSD for gaming: Get into the game ahead of the rest. Even HDRP wasn't fully ready then or certainly nothing like its current status. Colossal Order began work on Skylines 2 way back in 2018, quite a while before DOTS reached a public release. You don't really need to understand what they do, though, as that's not really the issue. The former is a complex but powerful collection of software packages that, in theory, enable games to be hugely intricate and rich in object interaction the latter is the engine's high definition rendering pipeline and is required if you want to employ all of the latest graphics wizardry in your game. Using a decompiling tool to peek inside how the game was utilising Unity (the engine package used to create the game) highlights a number of problems that were somewhat outside of the developers' hands.Ĭities: Skylines 2 appears to make heavy use of two major features of Unity: DOTS and HDRP. Huhtala's analysis goes further than just examining a frame of rendering. So it would appear that the developers just made a real mess of things and that they should be held entirely responsible for it all, shouldn't they? Well, perhaps not. This is why the game performs so much better when you set the detail levels to low, disable shadows, and anything else that relies on geometry. Nearly three quarters of all the draw calls and half the frame time in the analysis were for just doing the shadows! It seems that Cities: Skylines 2 doesn't appear to cull objects that aren't visible particularly well and combined with the method used for creating shadows ( four separate rendering passes just for shadows), a huge amount of time is wasted on processing data that's completely unnecessary. While a lot of these aren't visible on screen, it's still an excessively high number and would only get larger as the city expands during the gameplay.Ĭities: Skylines 2 is processing millions of triangles for scenes like this (Image credit: Paradox Interactive) Apparently, the decision to use high polygon count models will "become relevant in the future of the project," whatever that means.įor the frame analysis, Huhtala noted that 36 million triangles had to be processed for multiple rendering passes. The developers openly admitted this was causing performance issues and that it would be resolved in time. When it's being viewed from far away, the item of clothing just gets represented by a handful of triangles, and you can't tell because it's nothing more than a few pixels on the monitor. Remember that 29,500 polygon jacket I mentioned earlier? It's never really used in the actual game, as LOD versions of this scale that amount right down. In other words, there's no point in keeping all of the intricate details when you can't see them. These are simplified versions of the original objects, built from fewer triangles, and get used when the item is far from the camera. Many of the high polygon models used have no so-called LOD (level of detail) versions. That's because there are yet more problems that just utterly grind down the GPU. Normally that many calls would make a game highly CPU-bound, but not so with Cities: Skylines 2. But even so, 50,000 is…well, a lot!Īpparently, the decision to use high polygon count models will "become relevant in the future of the project," whatever that means. Now, one can't directly compare these two games as they are so very different, and city-sim games are likely to be making more calls than any shooter, as the world changes so much and fills up with lots of interacting models. ![]() Now those figures by themselves, and set in no context don't mean very much, but they're both enormous in general and indicative of the game asking far too much of the GPU.įor example, taking a random scene in Cyberpunk 2077's cityscape shows fewer than 10,000 API calls are required to render the frame. There's so much going on in the Cities: Skylines 2 engine is making nearly 7,000 draw calls and over 50,000 API calls (requests made by the game, via DirectX) in a single frame. This log pile in Cities: Skylines 2 comprises 100,000 vertices (Image credit: Paavo Huhtala | Colossal Order) ![]()
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