It was such a discovery to find out that HAIRSTYLES of all things tank FPS. I wonder if there's going to be a mod called "simple SIMS" or something, that would reduce SIM variety but boost FPS.
I wounder how the LOD work. If it just unload they eye balls prior to the skin, or it have a skin with integrated eye balls? A simple low polly model with just the right collor would work just fine when you are a bit zomed out.
6:02 Just the way the grass follows the contours instead of being perfectly flat with a cliff-edge makes that the most realistic park I've ever seen in Cities Skylines. More of that kind of thing would be excellent.
That surface tool is so much better than surface painter. I hope we get more options as new content is released, like different shades of grass and new concrete / cobble paths and stuff. I cannot wait for the mods to come out which help with stuff like this.
@@benjaminsmith3625 Exactly. I feel like for some of this stuff, they just haven't tested it fully. Another concern might be how they'd incorporate the tool / feature into the existing GUI. I'm sure GUI changes aren't made lightly and go through a lot of different hands before approval. With a mod, there's none of that approval process. The mod author could just make it a big ol bubble on the screen and call it a day (like we saw a lot of in CS1). I'm hopeful for all of the features displayed in developer mode to be made official features for our console friends who got neglected heavily with CS1, or hopefully with the Paradox Mods system they've introduced with CS2, they'll be able to get some of these features somehow (although I think CO said they wouldn't allow consoles to have anything with new code. Just assets and stuff for security reasons on consoles.)
The "override checks" thing is essentially a map customisation tool (among many other things of course) but it means you can draw in everything you think should be in place before you start, like regional roads and rail and maybe no motorways; farmland and forests; actual terrain... all of which we'll no doubt get with the release of the Mods workshop and The Editor. Edit: also, anyone else finding that the "Home" asset selection tool only shows once, and then refuses to show again once closed? I also note that placing freight waggons on sidings is doable but you can't then click on any of them to select them once plopped... or maybe that's just my savegame?
That tool, which you open with Home, should only be closed with Home. Don't press Esc or click the X button, it closes it and it won't reopen. Hope that helps!
timestamps! 1st hidden mod: Props & RICO ( 1:03 ) 2nd hidden mod: Surfaces ( 3:32 ) 3rd hidden mod: Find it ( 6:52 ) 4th hidden mod: Anarchy ( 7:57 ) 5th hidden mod: Weather ( 10:10 ) Total : 5 ( you can access all of these mods, if you turn on developer mode! 0:28) (but you can change a lot of things too! like pollution, resetting services and etc.)
Mods that i would love to see: Anarchy, Prop Line tool, Find it, Move it, Picker, Zoning Adjuster, Node Controller, Roundabout Builder (for bigger roundabouts) and some sort of TM:PE for specific lane management and speed limits. I think most of us would agree to that list 😄 edit: something to undo terrain modifications, something to remove or move modules from buildings, a mod that lets you toggle fully grown trees and delete all vegetation at ones (may follow more things over the time I play😉)
Yes! I could do without the roundabout builder if they gave me the network multi tool (I ended up using it for building roundabouts in most cases anyway)
As a 40+ male, I am busy worrying about my hair line ALL THE TIME. I can't imagine how stressful this must be for a computer, to simulate the worries of 8000 people's hairlines simultaneously!
12:10 Awesome sauce! Great to see what’s going to be added soon. I always thought they were coming but it’s nice to get a preview. The surface tools look so much better than CS1. Biffa, I think you have found the thing CO need to focus their optimisation efforts on. It’s the hair! Once again thank you for your efforts for the community.
Was gonna comment this about the hair. That’s hilarious. 😂 I wonder if they even thought to check that, or they are learning it here with us. So strange, and so funny.
Someone mentioned on Twitter (I have no idea about its validity) that the sims' teeth were fully rendered with no LOD. The fact that turning off the hair provided such a boost to FPS does seem to indicate that it's the sims that are causing the problems.
@@SlyAceZeta it does seem mad that Biffa saw such a huge difference. However if it’s just the sims you would think the problem is small enough to fix quickly.
@@SlyAceZetaI saw that too but I have no idea of it’s validity, what was the last thing biffa turned off? As it was just a load of floating white items at that point? Either teeth or eyes!
Biffa, disabling "didimo/HDRP/SG_CharacterSkin" increased my FPS from 78 to 86. That's a huge improvement. Turning off that field alone leaves the clothing and hair so from a distance they all still look fine. This is on a 13900k and an RTX 4090. It's truly a massive jump. This is 100% confirmation that the mesh detailing on these sims is far too high. This is most noticable when zoomed in (where you can actually see these people)
@@marcotomiri3440 my comment was based on the 100k sample test city that's been going around on Reddit. If you have a save game uploaded somewhere let me know and I'll give it a look. From what I've seen online enough, once you reach 100-150k the performance impact seems to tail off. My CPU usage at the 100k Mark is still GPU bound
So, "teeth is not the problem" but hair is. Nice way to dodge, Paradox. Someone could try to investigate if the water texture that appears on clipping does have impact.
Replying to my own comment. I tested this on PC game pass (version 1.0.9, so the pre-patched performance version we got at launch) and I noticed about a 5 FPS difference on the 100k sample city on my 13900k + 4090. The game is still GPU bottlenecked. You can feel the performance difference zoomed in if you disable the character skins, it's a great trade off (without skins enabled they still animate and wear clothes so from a semi distance it's still nice looking, but you save considerable FPS!)
@@simoncodrington From what I've heard their teeth are also very detailed, so disabling that might be the best way to save fps without ( barely ) any sacrifices. It's so sad that the game isn't that well optimized bc it looks like it's fun and more in depth then the 1st, but my PC is a mix of old and mid range parts ( I've got a Ryzen 1700x, 24 gigs ram and an amd rx 6700 ) so I don't even know for sure if it'll be a good experience
@@simoncodringtoncheers for this. im running at 1440p with 13900kf and 4080. Havent had a moment where i have thought "i need to turn gfx down to get more frames" but smoother 1% lows would be great to decrease stutter. How was the stutter after this change?
Loving this, but have a couple questions: 1) Is the parking lot functional? Does it count as a parking lot? 2) Is the park functional? Does it count as a park? Will the Park Maintenance come to it? 3) Resources like oil, ore etc. do they work for adding new resources on the map. Can you delete the current resouces? Or just add new points that count for industry?
I want TMPE for the lane selection, stop cars from Uturn or ignoring the "no turn", and also hopefully it gets better traffic simulation because cars still do dumb things, almost as bad as CS1. I will probably enable that solely to turn off hair.
Glad I'm not the only one whose cities are covered in "high rent" and "not enough customers" icons! Haha I've had an issue with the "Home" menu where it won't open more than once per game launch. Once I close it, Home never works again until I launch again.
Yeah this just shows the foundations for mods are insane. Even the asset editor alone has a lot of utility if these are the tools you can work with. There's a lot of great foresight here.
That is AMAZING info!! FIndIt and RICO are definite on my "want" list, but even the ability to eliminate snow because of the harsh contrast issue would be excellent.
Fabulous content. I love the 'Find It' window being glued to the right side of the screen. The mod in CS1 was at the bottom would take up too much vertical real estate on the screen. Hope the modders notice this and implement it this way instead. Otherwise, are we kind of thinking the citizens models are the a main contributor to the performance issues? Either way, I think the criticisms have been way overblown. The bones of this game are outstanding and the base game is already so much more enjoyable to me than my modded CS1 plays.
I think the FPS jump when the citizens were changed speaks volumes to what CO needs to do lol. That said, does anyone know if this sort of dev mode is available on the Microsoft store version of the game??
Noticed a "Bear" and "Bear Spawner" when you were demoing the search function. Wonder if there is more wildlife in there? Great if someone wants to build a zoo!
wish they had those npc options in the graphics section because i can not play this game without overheating :/ . They seriously need to fix performance issues , not everybody can afford streamer pc specs...
This Is Great thank you BIFFA!! The only downside about this seems to be you can't place anything living with the RICO mod....ive tried placing a male human down (CRASH) female human (CRASH) even a cow (CRASH). So there are still limitations. It would be good to know which ones dont work though.
Some of them are clearly not mods, they're developer tools, but the ones that are, Anarchy and Find it,, why are they locked away in the developer tools? And when is Paradox Mods integration going to happen? We need modders to finish the game for Colossal.
They're *all* developer tools... despite what Biffa said, there are no mods on show in this video. That's why there's no "anarchy", there's a cryptically-worded setting for "turn off checks".. and likewise, no "find it", just a quick-and-dirty developer tool for placing arbitrary objects. Sooner or later we'll see mods exposing this stuff, but nothing we're seeing in this video is intended for player use...
@6:30 tbh I'd like the road deterioration markings if they weren't so over done. If you could set the transparency of them to like 20-50% would be perfect
Amazing Info! Thanks Biffa! I tested your hint with the citizens a little more on my Machine running on 1440p in maximum settings using a 4080. I run in a 100k city with ~30 FPS, sometimes a little more. Make them invisible (disable all): +35 FPS = ~65 FPS. Turns out that the skin is pretty heavy. Add cloths: -6 FPS Add teeth and eyes: -3 FPS Add "generic": +-0 FPS Add hair: -3 FPS Add skin: -16 FPS
If you're running a 4080 at 1440p and getting ~30 FPS I think you might want to look into a CPU upgrade. I use an RX 6600 XT (Just above the performance of 3060) and have no issues running CS2 on mostly high settings. (My CPU is an i7-9700K, no OC) Look up Bottleneck Calculator and check your combination would be my recommendation. (And yes I know my CPU desperately needs an upgrade as well but unfortunately I don't have the money for that lmao)
I really hoped they remove the whole idea of buying square tiles of land and just allowed you to stretch the border like those fence and terrain paint tools. Actually get the exact terrain you wanted, with that trash excess in a waterfront being ignored
Those lines on the roads are hideous, so it's good that this makes it able for us to remove then (well, not me, because my computer can't run the game). I did notice however that the arrow decals on the road also got blurrier when you turned those shaders off, which makes me wonder if they are included in the textures - which would be a shame but not wholly unplayable. The way it looks with those lines though is as if everyone uses the same perfect road path on a junction, which is basically never the case.
It feels like they want at least some control of the most popular mod requests (anarchy, surface painter etc). I assume they built these in and will let modders just expose their functions and let them do the UI work? Great roundup
Interesting, I wonder if 'Generic Crowd' would be a gateway for modders to replace cims with the original placeholder cims, or come up with their own more traditionally handcrafted and less graphically intensive bunch. Also anarchy and rico should really help in making farms and specialised industry look somewhat coherent, instead of buidlings dropped from orbit and randomly scattered in a field or quarry!
So we can now include Grass sprites to make the scenery look more realistic, but they also grow through the roads etc and you can not delete them lol! Sadly turning off the people did not improve my current FPS much, as it's hovering around 8-14fps. The decals and 'FindIt' bit is really good though. Thanks Biffa!
The cims FPS boost will only be visible when you are looking at a group of cims, it won't impact the rest of the gameplay when looking at the city from further away
Turning off hair is a game changer, unbelievable why they put so much detail in the sims, it's not sims5 but Skylines 2, we build cities not "managing" sims.
Being able to use this to create a massive detailed park is going to be so cool. A Central Park (3 sq km) kind of thing is something I have wanted to do.
Awesome! I Hope we get access to all Props, Anarcy and the find it without risking to corrupt the savefile! I would love to detail my parks right now, but dont want my savefile to be destroyed.
I’d argue that this stuff should’ve been included in the regular game branch already without having to go into dev mode, but hopefully we’ll get all these things soon. I’d love to have drawable parking lots and be able to adjust property dimensions and draw/paint terrain. I have a lot of ‘dead space’ around corners and bends between buildings that I want to put more parking, adjust properties, or fill terrain (like concrete) to fill it in
Great vid Biffa. Hope the devs see what a difference no hair makes and does something to optimize that. Looking forward to watching you accidentally flood one of your CS2 cities soon.
@@rj7855 Hmm unfortunate. Currently I don't have the desire to play the entire map but it would be nice to extend the roads all the way to the end and not have them just cut off
Nice! I think I'll steer clear of this when I play but it certainly gives a good idea of the potential. Personally, I'm excited for things such as network multi-tool (for good slopes primarily), find it, prop line tool, move it and some form of historical building setting. But also, (and noone is mentioning it) some form of theme mixer. Cant wait to add custom cliff textures, and grass textures into the game.
i found if you disable the sims, the roads, the buildings, the land, it will run really well, if you like sitting in front of a blank screen doing nothing
There is one guy who made a city with 0 outside connections, with 0 population, and it's making money and the city is paying taxes and creating industries, but there is no one there LOL This game is not a simulation, is a scam.
I think the fact that the surface tools are so user friendly with how it snaps to things already means they intend to have it a feature (I hope, anyway)
For those looking to boost their FPS (and who didn't watch this when it was new), I managed to get a 140,000k population city running again (after it came to a complete FPS stop) by going into advanced graphics and setting the graphics quality to "Automatic." This, I think, tries to mess with the graphics settings to make it run, and would save people who don't know anything about graphics settings, like me, a lot of bother messing with stuff trying to get it to work.
It's importaint to note that this is a dynamic thing, so the graphics will get worse and better on their own, a bit like a TV signal on a sunny evening: sometimes it's brilliant, sometimes it's rubbish and sometimes it still just doesn't work.
If you make changes via the left menu, do they persist into the next restart, or do you always need to launch in developer mode and re-enable them each time?
people were complaining about detailing. This game absolutely has everything. just give them some time. if you analyse the low rating in steam you will see the more than 90% of the bad reviews came from people without even playing the game for 30 minutes. I tried in 3 pcs. my current laptop is a 5 year old yoga 370 without any dedicated GPU. it crashes the game. not even opening. my room mates laptop with a gtx 950 or 10 series 4 gb graphics card and 8 gb ram. it can run the game in low settings. I tried another pc with a rtx3050 4 gb, and 16 gb ram. it runs the game perfectly, 1080p, medium setting. volumetric + fog + illumination off. my take is that, at its current state its playable but there are stutter and other issues. not the best experience. within 5/6 months this will be enjoyable.
This is a game changer for me, I was going to wait quite a while to buy the game so I could upgrade from my 1070ti first but now I might go ahead. I don't think I'd mind turning the cims off while building and then turn them back on here and there to check things out.
I can't wait for the mods like Zoning Adjuster, '81 Tiles', Repaint, Move-It being the most important for the way I play the game. There is a nice degree of control in the default dashboard compared to CS1. Especially being able to freely place things a lot easier. But sometimes I just don't want to rebuild a road or bridge, and I just want to raise or lower it to accommodate for boat traffic. That said, I'm blown away by this game so far. Incredible improvement.
I wonder if there's a way to manipulate residential demand. For example if I'd want to focus on building a metropolitan area, it would be cool to keep medium and high density demand maxed out while removing low residential.
This is an absolute game changer to those of us trying to create details cities. I want to fill in those empty gaps with surfaces and props! (And steal everyone's hair). Thanks Biffa.
Still waiting for TM:PE features. Custom traffic lights (timed programs), separate lane arrows per lanes, changeable speed limits, and also a way to say that the cars can't change lanes on a segment.
Surfaces is cool.... I was looking at some of the corners in my city and thinking it would be cool if I could paint some lawn between the parks, or create a little plaza with a concrete,,,
Thank you for explaining it in this way. I have seen so many comments on other people's videos like "how come we can't just have this as a mod" like...the point is, it /will/ be a mod and it is baked into the game 😂
So happy to see surfaces, which I hope will also expand. How much of this will make it to console I wonder? And personally, I'd be down with building a city of whisps for extra frame rates.
@@micbln8967 lol that's fact, they bring alot of "mods" to the vanilla game and console this way. Tree brush, manual traffic lights, water sources and so on weren't in the main game on release of cs1 ;) Bawbag
Did you heard the News - The Workshop like in Citie Skylines will not being implemented. Only Assets that we get from the Patches and Updates/ Expansion Passes
I really wish there would be a button to remove the simulation if that is gonna help the fps. My computer goes mental every single time I zoom in. Awesome content as usual. Cheers!
I love how when you give yourself XP, the game says “because you are worth it”
You are Kenough.
Sneaky L'Oreal tie-in there.
10:30 Seeing the citizens' messages change instantly as Biffa played with the weather was hilarious. "It's cold! It's sunny! It's cloudy!"
Isn't that a Graupel?
A typical day in Scotland
*Not seen on camera*: "The world is ending!"
Biffa testing the dev menu while the ppl in his city r losing it thinking the apocalypse is happening
It was such a discovery to find out that HAIRSTYLES of all things tank FPS. I wonder if there's going to be a mod called "simple SIMS" or something, that would reduce SIM variety but boost FPS.
I wounder how the LOD work. If it just unload they eye balls prior to the skin, or it have a skin with integrated eye balls?
A simple low polly model with just the right collor would work just fine when you are a bit zomed out.
@@thephantomchannel5368 cellposing expansion on the hospital +20% frame rate.
It's amazing how detailed they are, but also look so awful. Room for improvement here, and hopefully an FPS improvement as well.
Apparently it renders teeth so if we can disable teeth and simplify hair I bet the whole game runs 2x as fast!!
They’re bald! They’re bald and they’re torturing people who have hair!
6:02 Just the way the grass follows the contours instead of being perfectly flat with a cliff-edge makes that the most realistic park I've ever seen in Cities Skylines. More of that kind of thing would be excellent.
Snurk Snurkel
That surface tool is so much better than surface painter. I hope we get more options as new content is released, like different shades of grass and new concrete / cobble paths and stuff. I cannot wait for the mods to come out which help with stuff like this.
agree makes a busy city centre feel more real if there not to much empty grass everywhere as busy citys every space is normally used
It feels polished enough to be an actual tool rather than just a developer thing!
@@benjaminsmith3625 Exactly. I feel like for some of this stuff, they just haven't tested it fully. Another concern might be how they'd incorporate the tool / feature into the existing GUI. I'm sure GUI changes aren't made lightly and go through a lot of different hands before approval. With a mod, there's none of that approval process. The mod author could just make it a big ol bubble on the screen and call it a day (like we saw a lot of in CS1).
I'm hopeful for all of the features displayed in developer mode to be made official features for our console friends who got neglected heavily with CS1, or hopefully with the Paradox Mods system they've introduced with CS2, they'll be able to get some of these features somehow (although I think CO said they wouldn't allow consoles to have anything with new code. Just assets and stuff for security reasons on consoles.)
The "override checks" thing is essentially a map customisation tool (among many other things of course) but it means you can draw in everything you think should be in place before you start, like regional roads and rail and maybe no motorways; farmland and forests; actual terrain... all of which we'll no doubt get with the release of the Mods workshop and The Editor.
Edit: also, anyone else finding that the "Home" asset selection tool only shows once, and then refuses to show again once closed? I also note that placing freight waggons on sidings is doable but you can't then click on any of them to select them once plopped... or maybe that's just my savegame?
wonder if that option will allow building outside of the unlockable grid also, if you say its meant for "map customization"..... can only hope ^^
Lol someone should tell twodollars20 about this
Not sure, I didn't want to do something that broke my save but worth a try (back up first of course)@@Marcompam
That tool, which you open with Home, should only be closed with Home. Don't press Esc or click the X button, it closes it and it won't reopen. Hope that helps!
timestamps!
1st hidden mod: Props & RICO ( 1:03 )
2nd hidden mod: Surfaces ( 3:32 )
3rd hidden mod: Find it ( 6:52 )
4th hidden mod: Anarchy ( 7:57 )
5th hidden mod: Weather ( 10:10 )
Total : 5 ( you can access all of these mods, if you turn on developer mode! 0:28)
(but you can change a lot of things too! like pollution, resetting services and etc.)
Mods that i would love to see:
Anarchy, Prop Line tool, Find it, Move it, Picker, Zoning Adjuster, Node Controller, Roundabout Builder (for bigger roundabouts) and some sort of TM:PE for specific lane management and speed limits. I think most of us would agree to that list 😄
edit: something to undo terrain modifications, something to remove or move modules from buildings, a mod that lets you toggle fully grown trees and delete all vegetation at ones (may follow more things over the time I play😉)
This^
Need the swiss army knife too! Network Muilti-Tool :)
Yes! I could do without the roundabout builder if they gave me the network multi tool (I ended up using it for building roundabouts in most cases anyway)
Node controller is the big one for me.
For me automatic train, tram, sub, airport connections....
As a 40+ male, I am busy worrying about my hair line ALL THE TIME. I can't imagine how stressful this must be for a computer, to simulate the worries of 8000 people's hairlines simultaneously!
🤣
12:10 Awesome sauce! Great to see what’s going to be added soon. I always thought they were coming but it’s nice to get a preview. The surface tools look so much better than CS1. Biffa, I think you have found the thing CO need to focus their optimisation efforts on. It’s the hair! Once again thank you for your efforts for the community.
Was gonna comment this about the hair. That’s hilarious. 😂 I wonder if they even thought to check that, or they are learning it here with us. So strange, and so funny.
Someone mentioned on Twitter (I have no idea about its validity) that the sims' teeth were fully rendered with no LOD. The fact that turning off the hair provided such a boost to FPS does seem to indicate that it's the sims that are causing the problems.
@@SlyAceZeta it does seem mad that Biffa saw such a huge difference. However if it’s just the sims you would think the problem is small enough to fix quickly.
@@SlyAceZetaI saw that too but I have no idea of it’s validity, what was the last thing biffa turned off? As it was just a load of floating white items at that point? Either teeth or eyes!
I’m absolutely loving CS2 and I’m loving watching you building your city. I’m glad I can be apart if the journey
Glad you enjoy it!
@@BiffaPlaysCitiesSkylinesBiffa please dear god tell them to fix BUGGED incinerators.
@@babyboijeremywhat is wrong with them?
what isnt?@@1976axerhand
can you pin my comment about xbox gamepass launch options work around, for those who are not playing through steam@@BiffaPlaysCitiesSkylines
Biffa, disabling "didimo/HDRP/SG_CharacterSkin" increased my FPS from 78 to 86. That's a huge improvement. Turning off that field alone leaves the clothing and hair so from a distance they all still look fine. This is on a 13900k and an RTX 4090. It's truly a massive jump. This is 100% confirmation that the mesh detailing on these sims is far too high. This is most noticable when zoomed in (where you can actually see these people)
@@marcotomiri3440 my comment was based on the 100k sample test city that's been going around on Reddit. If you have a save game uploaded somewhere let me know and I'll give it a look. From what I've seen online enough, once you reach 100-150k the performance impact seems to tail off. My CPU usage at the 100k Mark is still GPU bound
Paradox will say "it's intended" because they want to use these models in their Sims rip-off.
Seeing what's already "ready" in the dev tools, the actual mods are gonna be amazing!!
So, "teeth is not the problem" but hair is. Nice way to dodge, Paradox.
Someone could try to investigate if the water texture that appears on clipping does have impact.
The FPS boost from getting rid of those sims was pretty impressive, I'll give it a go on the 100k sample city and see how good of an uplift we get 👍
Replying to my own comment. I tested this on PC game pass (version 1.0.9, so the pre-patched performance version we got at launch) and I noticed about a 5 FPS difference on the 100k sample city on my 13900k + 4090. The game is still GPU bottlenecked. You can feel the performance difference zoomed in if you disable the character skins, it's a great trade off (without skins enabled they still animate and wear clothes so from a semi distance it's still nice looking, but you save considerable FPS!)
@@simoncodrington From what I've heard their teeth are also very detailed, so disabling that might be the best way to save fps without ( barely ) any sacrifices.
It's so sad that the game isn't that well optimized bc it looks like it's fun and more in depth then the 1st, but my PC is a mix of old and mid range parts ( I've got a Ryzen 1700x, 24 gigs ram and an amd rx 6700 ) so I don't even know for sure if it'll be a good experience
how did u enter dev mod in gaame pass??
@@simoncodrington
sad the new citizens are 100 times more ugly than in cs1 and are responsible for 90% of the performance drops
@@simoncodringtoncheers for this. im running at 1440p with 13900kf and 4080.
Havent had a moment where i have thought "i need to turn gfx down to get more frames" but smoother 1% lows would be great to decrease stutter. How was the stutter after this change?
Loving this, but have a couple questions:
1) Is the parking lot functional? Does it count as a parking lot?
2) Is the park functional? Does it count as a park? Will the Park Maintenance come to it?
3) Resources like oil, ore etc. do they work for adding new resources on the map. Can you delete the current resouces? Or just add new points that count for industry?
I'm so glad this is how the surface drawing tool works. Surface painter was good but limited and it broke your save, created glitches and more
So early it feels illegal
It is! STRAIGHT TO JAIL
I want TMPE for the lane selection, stop cars from Uturn or ignoring the "no turn", and also hopefully it gets better traffic simulation because cars still do dumb things, almost as bad as CS1.
I will probably enable that solely to turn off hair.
Glad I'm not the only one whose cities are covered in "high rent" and "not enough customers" icons! Haha
I've had an issue with the "Home" menu where it won't open more than once per game launch. Once I close it, Home never works again until I launch again.
Yeah this just shows the foundations for mods are insane. Even the asset editor alone has a lot of utility if these are the tools you can work with. There's a lot of great foresight here.
Omg! The option to turn off road surface and turn off weather! ❤❤❤ I need to be able to control my turn lanes like in CS1 with mods. 😢
That is AMAZING info!! FIndIt and RICO are definite on my "want" list, but even the ability to eliminate snow because of the harsh contrast issue would be excellent.
is there any way to set RICO demands through this menu?
Same question also
Colossal Order: HEY! what are you doing?…. Player: Biffa made me do it….😂
Fabulous content. I love the 'Find It' window being glued to the right side of the screen. The mod in CS1 was at the bottom would take up too much vertical real estate on the screen. Hope the modders notice this and implement it this way instead. Otherwise, are we kind of thinking the citizens models are the a main contributor to the performance issues? Either way, I think the criticisms have been way overblown. The bones of this game are outstanding and the base game is already so much more enjoyable to me than my modded CS1 plays.
I can't wait to get mods. The possibilities are just endless. Very exciting😁
I think the FPS jump when the citizens were changed speaks volumes to what CO needs to do lol. That said, does anyone know if this sort of dev mode is available on the Microsoft store version of the game??
Yeah the same question with the xbox game pass version
Noticed a "Bear" and "Bear Spawner" when you were demoing the search function. Wonder if there is more wildlife in there? Great if someone wants to build a zoo!
wish they had those npc options in the graphics section because i can not play this game without overheating :/ . They seriously need to fix performance issues , not everybody can afford streamer pc specs...
They know, and they are working on it 👍
oh glad that paradox still listen their gamers unlike CA@@BiffaPlaysCitiesSkylines
This is gonna help modders have such a head start
This Is Great thank you BIFFA!! The only downside about this seems to be you can't place anything living with the RICO mod....ive tried placing a male human down (CRASH) female human (CRASH) even a cow (CRASH). So there are still limitations. It would be good to know which ones dont work though.
The best part of my day, putting Biffa on in the background while working!
I think there needs to be a free-floating eyeballs mod. LOL! Just kidding! That was a little disturbing!
Some of them are clearly not mods, they're developer tools, but the ones that are, Anarchy and Find it,, why are they locked away in the developer tools? And when is Paradox Mods integration going to happen? We need modders to finish the game for Colossal.
They're *all* developer tools... despite what Biffa said, there are no mods on show in this video. That's why there's no "anarchy", there's a cryptically-worded setting for "turn off checks".. and likewise, no "find it", just a quick-and-dirty developer tool for placing arbitrary objects. Sooner or later we'll see mods exposing this stuff, but nothing we're seeing in this video is intended for player use...
Thank you! Turning off road deterioration looks much better
Loving this. In some areas, the game refuses to spawn the size I want. Now I can force it much easier.
There's only 2 mods I really want the most in CS2 and that's Move It and the Traffic Manager one
@6:30 tbh I'd like the road deterioration markings if they weren't so over done. If you could set the transparency of them to like 20-50% would be perfect
And also in Australia at least, it's the other way around in some parts. The road gets darker as it wears 🤣
Amazing Info! Thanks Biffa!
I tested your hint with the citizens a little more on my Machine running on 1440p in maximum settings using a 4080.
I run in a 100k city with ~30 FPS, sometimes a little more. Make them invisible (disable all): +35 FPS = ~65 FPS. Turns out that the skin is pretty heavy.
Add cloths: -6 FPS
Add teeth and eyes: -3 FPS
Add "generic": +-0 FPS
Add hair: -3 FPS
Add skin: -16 FPS
If you're running a 4080 at 1440p and getting ~30 FPS I think you might want to look into a CPU upgrade. I use an RX 6600 XT (Just above the performance of 3060) and have no issues running CS2 on mostly high settings. (My CPU is an i7-9700K, no OC) Look up Bottleneck Calculator and check your combination would be my recommendation. (And yes I know my CPU desperately needs an upgrade as well but unfortunately I don't have the money for that lmao)
I really hoped they remove the whole idea of buying square tiles of land and just allowed you to stretch the border like those fence and terrain paint tools. Actually get the exact terrain you wanted, with that trash excess in a waterfront being ignored
Those lines on the roads are hideous, so it's good that this makes it able for us to remove then (well, not me, because my computer can't run the game). I did notice however that the arrow decals on the road also got blurrier when you turned those shaders off, which makes me wonder if they are included in the textures - which would be a shame but not wholly unplayable. The way it looks with those lines though is as if everyone uses the same perfect road path on a junction, which is basically never the case.
Hidden mods!?!?!?
Biffa hit the JACKPOT! Outstanding!!
😉
You forgot the water sources completely 😆
It feels like they want at least some control of the most popular mod requests (anarchy, surface painter etc). I assume they built these in and will let modders just expose their functions and let them do the UI work? Great roundup
Interesting, I wonder if 'Generic Crowd' would be a gateway for modders to replace cims with the original placeholder cims, or come up with their own more traditionally handcrafted and less graphically intensive bunch. Also anarchy and rico should really help in making farms and specialised industry look somewhat coherent, instead of buidlings dropped from orbit and randomly scattered in a field or quarry!
Love the remove hair and fps improvement - so CO must know exactly where to cut the cloth, so to speak. Also funny when just the teeth are visible. :)
So we can now include Grass sprites to make the scenery look more realistic, but they also grow through the roads etc and you can not delete them lol! Sadly turning off the people did not improve my current FPS much, as it's hovering around 8-14fps. The decals and 'FindIt' bit is really good though.
Thanks Biffa!
The cims FPS boost will only be visible when you are looking at a group of cims, it won't impact the rest of the gameplay when looking at the city from further away
Turning off hair is a game changer, unbelievable why they put so much detail in the sims, it's not sims5 but Skylines 2, we build cities not "managing" sims.
Being able to use this to create a massive detailed park is going to be so cool. A Central Park (3 sq km) kind of thing is something I have wanted to do.
Awesome! I Hope we get access to all Props, Anarcy and the find it without risking to corrupt the savefile! I would love to detail my parks right now, but dont want my savefile to be destroyed.
"Find it" is a must, the way you can put surfaces is just awesome
I’d argue that this stuff should’ve been included in the regular game branch already without having to go into dev mode, but hopefully we’ll get all these things soon.
I’d love to have drawable parking lots and be able to adjust property dimensions and draw/paint terrain. I have a lot of ‘dead space’ around corners and bends between buildings that I want to put more parking, adjust properties, or fill terrain (like concrete) to fill it in
Great vid Biffa. Hope the devs see what a difference no hair makes and does something to optimize that.
Looking forward to watching you accidentally flood one of your CS2 cities soon.
oh man, thought it's gonna be an 30min episode aswell :(
There are a lot of different mods I would like, but apparently "no hair for cims" has jumped to the front of the list lol.
Does the 'anarchy' option allow you to build outside of unlockable tiles as well? Essentially becomming a full map mod?
Yes and no .. I managed to place a firehouse outside the unlockable area but I haven't found a way to create roads ... So rather useless at the moment
@@rj7855 Hmm unfortunate. Currently I don't have the desire to play the entire map but it would be nice to extend the roads all the way to the end and not have them just cut off
This game in current state is so good.When they optimise this game , and fix some bugs , this will be the best City building game ever
Seeing the drastic increase in fps when messing with the agents is highly encouraging that CO can get this game up to snuff in decent time.
Nice! I think I'll steer clear of this when I play but it certainly gives a good idea of the potential.
Personally, I'm excited for things such as network multi-tool (for good slopes primarily), find it, prop line tool, move it and some form of historical building setting. But also, (and noone is mentioning it) some form of theme mixer. Cant wait to add custom cliff textures, and grass textures into the game.
Already seen it at Teddy Radko´s video some days ago, but good to show it one of the biggest follower crew
That FPS stuff is huge specially for lower end PCs! plus the detailing options too
i found if you disable the sims, the roads, the buildings, the land, it will run really well, if you like sitting in front of a blank screen doing nothing
How could you remove the skin before removing clothes?
Do you know when they are going to fix warehouse with railway connection in the first game. It has been months and it still dont work😢
There is one guy who made a city with 0 outside connections, with 0 population, and it's making money and the city is paying taxes and creating industries, but there is no one there LOL
This game is not a simulation, is a scam.
I think the props is just a simple matter of developement. Hopefully the props and surfaces are on the roadmap, but needs some extra time.
I think the fact that the surface tools are so user friendly with how it snaps to things already means they intend to have it a feature (I hope, anyway)
For those looking to boost their FPS (and who didn't watch this when it was new), I managed to get a 140,000k population city running again (after it came to a complete FPS stop) by going into advanced graphics and setting the graphics quality to "Automatic."
This, I think, tries to mess with the graphics settings to make it run, and would save people who don't know anything about graphics settings, like me, a lot of bother messing with stuff trying to get it to work.
It's importaint to note that this is a dynamic thing, so the graphics will get worse and better on their own, a bit like a TV signal on a sunny evening: sometimes it's brilliant, sometimes it's rubbish and sometimes it still just doesn't work.
Someone need to make "Motorcycle helms for all" MOD, so that all hair is covered! Voila! FPS through the roof!
watching your sims slowly delve into mayhem through chirpper when you turned the temperature to 50 degrees was kinda hilarious
The only thing I want is dedicated turning lanes
Thanks Biffa, Love the snow in this game, now I see there is a way to make it a permanent! Woohoo!! Keep on rocking sir.
Thanks for the advice Biffa, I'm going to give the game another go today because of you. I will have a city full of bald people!
If you make changes via the left menu, do they persist into the next restart, or do you always need to launch in developer mode and re-enable them each time?
people were complaining about detailing. This game absolutely has everything. just give them some time. if you analyse the low rating in steam you will see the more than 90% of the bad reviews came from people without even playing the game for 30 minutes. I tried in 3 pcs. my current laptop is a 5 year old yoga 370 without any dedicated GPU. it crashes the game. not even opening. my room mates laptop with a gtx 950 or 10 series 4 gb graphics card and 8 gb ram. it can run the game in low settings. I tried another pc with a rtx3050 4 gb, and 16 gb ram. it runs the game perfectly, 1080p, medium setting. volumetric + fog + illumination off.
my take is that, at its current state its playable but there are stutter and other issues. not the best experience. within 5/6 months this will be enjoyable.
Seeing all these quite accessible tools implemented in the game gives me a lot of hope for mods
Really need a way to zone or de-zone roads.
14:35 I kinda dig you can just have a bunch of Zelda N64 fairies roaming your city instead lol
Thank you Biffa! Super cool to be able to “play” with the game!
This is a game changer for me, I was going to wait quite a while to buy the game so I could upgrade from my 1070ti first but now I might go ahead. I don't think I'd mind turning the cims off while building and then turn them back on here and there to check things out.
I can't wait for the mods like Zoning Adjuster, '81 Tiles', Repaint, Move-It being the most important for the way I play the game. There is a nice degree of control in the default dashboard compared to CS1. Especially being able to freely place things a lot easier. But sometimes I just don't want to rebuild a road or bridge, and I just want to raise or lower it to accommodate for boat traffic.
That said, I'm blown away by this game so far. Incredible improvement.
Amazing! Can't wait to get home (stupid job and all that) and try these out. Thank you Biffa!
Love the grass expansion. I don't like Rico, so I hope this will be a separate mod so you may "Edit Building Area" or similar
8:45 "now we have even more options! ((Places right in the middle of the highway))" You troll LUL
Cities Skylines 2: The Baldening (FPS Edition)
Biffa, your city is INCREDIBLE! I absolutely love this series and always look forward to the next vid!
Glad you like them!
Of course I do!
I wonder if there's a way to manipulate residential demand. For example if I'd want to focus on building a metropolitan area, it would be cool to keep medium and high density demand maxed out while removing low residential.
Zone for future demand
This is an absolute game changer to those of us trying to create details cities. I want to fill in those empty gaps with surfaces and props! (And steal everyone's hair). Thanks Biffa.
i love how hair is slowing our game down
Still waiting for TM:PE features.
Custom traffic lights (timed programs), separate lane arrows per lanes, changeable speed limits, and also a way to say that the cars can't change lanes on a segment.
Thats awesome! Disclaimer, there is not move it or network tool yet, and needs po !
I was just saying this afternoon "what if they remove the teeth of all sims? The FPS-boost must be insane!".
Surfaces is cool....
I was looking at some of the corners in my city and thinking it would be cool if I could paint some lawn between the parks, or create a little plaza with a concrete,,,
You have given me hope for this game now
A shame someone didn't just spend a few minutes implementing a UI for this stuff that's already there.
Thank you for explaining it in this way. I have seen so many comments on other people's videos like "how come we can't just have this as a mod" like...the point is, it /will/ be a mod and it is baked into the game 😂
So happy to see surfaces, which I hope will also expand. How much of this will make it to console I wonder?
And personally, I'd be down with building a city of whisps for extra frame rates.
nothing I think, because all mods which would make this possible woudl be code-mods
@@micbln8967when its in the vanilla game (wich it already is) its obviously on console lol
@@knochenkotzer2461 yeah believe what you want
@@micbln8967 lol that's fact, they bring alot of "mods" to the vanilla game and console this way.
Tree brush, manual traffic lights, water sources and so on weren't in the main game on release of cs1 ;)
Bawbag
@@knochenkotzer2461 developers said only asset mods on consoles
Good stuff biffa! I never was a plopper but to be able to get props and trees!!! Exciting
Did you heard the News - The Workshop like in Citie Skylines will not being implemented. Only Assets that we get from the Patches and Updates/ Expansion Passes
I really wish there would be a button to remove the simulation if that is gonna help the fps. My computer goes mental every single time I zoom in. Awesome content as usual. Cheers!
Turning all your cims into ghosts for halloween. 😱 How appropriate.