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As mentioned on of the bigger YTers that produce Cities:skyline content provide a response to the new

A lot of the video is him reading the forum post that details the split.
He added some thoughts however
  • IceFlake Studios has a very small game catalog on steam, though they do have one survivor type game.
  • Colossal order has not done a very good job at rolling out patches, they don't even have the console version of the game out two years ago, and still no console.
  • People have abandoned the game, and the publisher may be looking to inject new life and a different perspective.
  • IceFlake studio is basically looking to hire an entire team, so updates after the ones in the pipeline will come to a screeching halt.
As I ruminate on this news, it feels like the publisher had little choice, but I think the game itself is fundamentally broken. They wanted a simulator game that went down to each sim living in the city, I remember a lot of the performance issues was related to the game drawing teeth and other things on each sim.

tbh, I think this could be death-knell of the game. Fans have been waiting, hoping and being patient, but the publisher is now telling its players to be patient yet again. The game came out in 2023 may be asking for more time, may be asking too much at this point
CO went too big for C:S2. Last time I played the game was wildly CPU limited. It is a shame for sure. Supposedly this new game is poised to be a replacement.
Of course take that with grain of salt.
 
CO went too big for C:S2. Last time I played the game was wildly CPU limited. It is a shame for sure. Supposedly this new game is poised to be a replacement.
I agree, and personally my play style with sim games is really at the macro level, not the micro, which CS 2 is.

I will also say Paradox has been shooting themselves in the foot with nearly every game launch these past few years.
 
I agree, and personally my play style with sim games is really at the macro level, not the micro, which CS 2 is.

I will also say Paradox has been shooting themselves in the foot with nearly every game launch these past few years.
Quarterly reports are a heckova drug.
 
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Of course take that with grain of salt.

I've read good things about this game, and its on my short list to try, though its still at early access which I tend to avoid.
Quarterly reports are a heckova drug.
They admitted that when it came to the CS 2 launch, and promised to do better, but they have not.
 
I could be worse.

Look at Ubisoft who didn't release their quarterly report and suspended trading.
It couldn't have happened to a bigger bunch of scumbags nicer company.

Old news, but worth a reminder


 
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It couldn't have happened to a bigger bunch of scumbags nicer company.

Old news, but worth a reminder


If there was only a way to keep publishers small and not publicly traded.
 
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A bit more perspective - I like this YTer who offers some insider insights

So it seems that Paradox has done this a couple of times already (fired the developing studio) and each time they've tried, it has failed spectacularly. I don't see a development studio who doesn't even the people in place to work on the game to hit the ground running and/or succeeding.

At one point do they just give up trying to produce a console game?

 
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Linus Tech Tips recently posted a video featuring a Threadripper Pro 9995X system (and RTX Pro 6000 96GB, and a terabyte of RAM), and they tried C: S2 on it. It still chugged at 1080p..... OTOH, it ran five instances of Cyberpunk 2077 just fine...and Cinebench in the background!
 
Wow

That has to tell you that something is fundamentally wrong wit the game, it was only consuming 30% cpu.
I don't think the game took advantage of multiple threads like it was supposed to. Performance did not scale with resolution. And with the main team no longer working on it, who knows if it will ever get fixed.
 
I don't think the game took advantage of multiple threads like it was supposed to. Performance did not scale with resolution. And with the main team no longer working on it, who knows if it will ever get fixed.
I'm sure, but they're also trying to simulate to a level that's not feasible, an easy example that I've mentioned before is the game was trying to draw the teeth (hair and other things) for each sim. Its a city simulator, we don't need to see the pearly whites of each sim in the game.

Cities Skylines 2 players expose high-poly teeth as the reason for performance issues
1766409344874.png
 
I'm sure, but they're also trying to simulate to a level that's not feasible, an easy example that I've mentioned before is the game was trying to draw the teeth (hair and other things) for each sim. Its a city simulator, we don't need to see the pearly whites of each sim in the game.

Cities Skylines 2 players expose high-poly teeth as the reason for performance issues
View attachment 2590039
I remember seeing that. I am surprised unity's render still sends that stuff to the gpu to be rendered (or that gpu's aren't culling the overdraw in z-buffer passes).
 
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