I thought something was up. I had it on my wishlist on the PS Store but it had dropped off when i last checked it. Wasn't showing up on preorders either so had to search for it. It's page is now showing 'Coming Soon'Console release delayed until 2024, going to be a long winter watching all the PC players having fun with this while us console users can't
ParadoxWe are hard at work getting the game ready for our release on October 24th. While doing so, we have come to realize that we need more time to reach the quality targets we have set. As we want to provide the best experience for our players, we are updating the release window for Xbox and PS5 to Spring 2024. The additional time allows us to focus on matching the quality and performance across all platforms.
Unlikely, I don’t think the publisher would be very happy with such a scheme.I sometimes wonder if developers do this to spread their profits over a longer period for tax reasons.
I don't think it would be as cynical as that, what would be the real benefit to be had by doing that compared to just announcing a staggered release in the first place? Once a delay is announced I agree it's likely then to be structured to be a the start of another tax quarter, rather than just the earliest available opportunity, but to be honest, even that doesn't bother me too much - having the resource overhead available to tackle any post launch problems or bugs could be much easier to manage with a staggered release for a smaller developer.I sometimes wonder if developers do this to spread their profits over a longer period for tax reasons.
Mods will be handled via Paradox this time, which means that asset mods will be available for both PC and console.
We will continually improve the game over the coming months, but we also want to manage expectations on performance for the coming release
Just in terms of framerate. Not a big deal to me, I played most of CS1 at single digit fps.So reading between the lines, they're treating the PC-only launch as a six month beta test before it hits all platforms some time in early '24.
Maybe everybody in your city was pre-loading the game lol. Only taking 20 minutes for me but it's 10pm right now so not much else is going on.Pre-loading the game now. 51.6Gb, nearly 3 hours to download... Steam's slower than PSN!
Perhaps it was foreshadowing game performance issuesMaybe everybody in your city was pre-loading the game lol.
Really depends on what your experience with C:S is. If you're used to deeply modded with thousands of assets, the number of ways this feels like a step backwards is noticeable, having said that, the number of things that just feel so much better (UI, scale, vanilla 'realism') date C:S immensely already.Got anoyne who has had time to play this, how does it compare to C:S? And how is it for bugs etc? I'm considering buying this next week? There's no point now as I won't get any chance to play it before next week, but I might delay longer depending on bugs etc. It looks like I'll definitely buy it sooner or later from what I've seen so far.
The bigger issue is that creators have been streaming the game for a month already and a few have put out performance-related videos recently, very clearly stating expectations for everybody. How anybody was surprised I have no idea.Perhaps it was foreshadowing game performance issues
A lot of people seem unhappy with the reported FPS issues vs. Hardware requirements on Reddit.
I can understand some of the frustration or disappointment, but I don't really get some peoples expectations... like, is it really crucial to a city builder that it's 4k and 60fps?
Anyhow, only an hour or so to go before I find out how bad the PC I bought because of C:S two years ago actually is
Performance
Post-Release Plans & Goals
Cities: Skylines II is built for the future with modern hardware in mind, allowing us to add more depth and detail to the game than its predecessor had. Earlier this month, we shared a note on performance as we had not reached the benchmark target we had set for the game. Following this, we have seen some concerns about performance and what it means for the game as a whole. We’d like to give some context to the issues the game is currently facing, what we’re doing to address them, and what you can do if you are among the players experiencing performance issues.
Firstly, we want to assure you that the issues are not deeply rooted in the game’s foundation, so we fully expect to be able to improve performance going forward. The issues we are currently facing are tied to the rendering of the game, and decreasing the quality of visual effects such as Depth of Field, Global Illumination, and Volumetrics will get you a fair performance without affecting simulation - at the cost of some eye candy. If you experience low FPS we recommend the following:
- Reduce screen resolution to 1080p
- Disable Depth of Field and Volumetrics
- Reduce Global Illumination
WHAT HAPPENS POST-RELEASE
Following the release, we intend to push a series of small patches (and likely a big one) as we significantly improve different areas of performance. We have identified some issues tied to certain hardware setups that yielded unexpected results, and following those discoveries, we're working on improvements to:
- Remove stutters, generally caused by some synchronization condition in the simulation. They can vary greatly from one CPU to another, as well as how your city is built.
- Optimize and balance GPU performances by reducing the number of vertices processed per frame and optimizing/balancing the effects that affect fillrate (mainly Depth of Field, Global Illumination, and Volumetrics), which you can turn off or reduce in the settings for the time being to get a decent FPS.
- Pushing any CPU optimizations that are not already done that we come across in this process.
It’s worth noting that balancing GPU performances does not mean reducing quality overall but, for example, taking fewer samples with smarter distribution to achieve identical or very similar results.
We are also looking at expanding the options for upscaling solutions. Right now, the game includes AMD FSR1, which does not look that good when the scale ratio is 50% (you can enable it with Dynamic resolution scale setting), but it is supported by Unity out of the box, so it made sense to include.
Both FSR2 and DLSS2 require the use of Temporal Anti-aliasing, which is not possible at the moment due to some objects being incompatible with that technique. We are currently working towards making this possible, which will not only help to boost performances but also provide a better quality anti-aliasing solution than the one we currently use (SMAA by default).
OUR GOALS
With the upcoming patches, the situation will largely improve with default settings. It is worth mentioning that for a game like this, the performance target is to run at a steady 30FPS minimum. There is no real benefit in a city builder to aim for higher FPS (unlike a multiplayer shooter) as a growing city will inevitably become CPU-bound. What matters more with this type of game is to avoid stutters and have a responsive UI.
For that reason, our simulation is also built around an expected update rate given 30fps. However, it does not hurt to get 60fps as it can contribute to better visuals in relation to temporal effects, so while our target is 30fps, we don't intend to limit or stop the optimization work just because we reach it on the recommended hardware. We just don't believe there would be a long-term benefit in setting the target to 60fps, especially because we face rendering challenges both from close-ups and far distances.
A NOTE ON RELEASE TIMING
While some setups on PC have challenges, we concluded the performance is not a dealbreaker for all the players. For us, the number one priority is for the players to have fun with the game, and we had seen enough feedback from players enjoying the game that it would be more unfair to postpone. We know we will keep working on the game and do our best to fix issues as fast as possible, so we wanted to respect the announced release date and allow people to start playing the game.
I'm a bit disapointed to hear that the base game C:SII offers little more than C:S. I was expecting it to have the content from the major DLC packs from C:S rolled into it. The industry, the parks, the transit and to a lesser extent the university elements, are what a more realistic feeling city hangs from. Playing the base game now would feel like going back to SimCity 2000. 👎If you've played C:S with all the DLC, this will feel smaller and more simplistic in some areas - the basic mechanics of industry supply and demand for commercial fulfilment are a bit more detailed, not quite on a par with Industries DLC, but the inclusion of elements from Campus, Parklife, Mass transit etc, is patchy at best, zero at worst.
If you've only ever played vanilla C:S the best part of 10 years ago, there's not much to complain about, though admittedly it doesn't feel like the leap forward some may have hoped. Fundamentally, you still want to build a grid on a flat surface, I'd hoped it would be able to produce more organic looking cities as well as more realistic, but it's not really an improvement in that regard.