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Analyzing the Performance Issues of Cities: Skylines II: A Software Developer’s Perspective

The city management sim “Cities: Skylines II” has been criticized for slow operation since its release on October 25th, but software developers have analyzed the processing and identified the problems.It is explained

How can a single pile of lumber have over 100,000 vertices and depend on the GPU in a sim?

Software developer Paavo Huhtala is conducting processing analysis for “Cities: Skylines II”. According to him, the main cause is that too many polygons are used, resulting in excessive processing of their vertices.

An example of this is the mountain of lumber that exists in the story. It is said that there are more than 100,000 vertices in just this one, and it is explained that performance problems are caused by the accumulation of unnecessary processing.

Normally, when detailed depiction is not required, a separate model with a reduced number of polygons is displayed, and the processing load is reduced by controlling the number of polygons according to the distance from the camera.No need for LOD or shadows of other objects. It is common to combine various load reduction measures, such as occlusion culling, which thins out the depictions that are difficult to understand. However, in “Cities: Skylines II”, many of the meshes in the game do not have LODs, or culling is not properly adjusted, etc., which leads to slow processing. .

In addition, in the explanation, it is said that time is mainly required to process shadows, and in the frame during his test, 4828 out of 6705 draw calls, or about 72%, was spent on shadow mapping. . Therefore, we believe that disabling shadows completely can significantly improve performance.

Needless to say, the performance of the game itself is one of the important factors in enjoying the game. It’s clear that Colossal Orde and publisher Paradox Interactive are aware of this issue and are concerned about it, as they have announced that they will not sell paid DLC until the performance issues are resolved.

I hope that optimization will be done soon.

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