Cities: Skylines 2 Performance Autopsy Highlights Massive Optimization Failures

The Cities: Skylines 2 logo.
(Image credit: Microsoft)

Cities: Skylines 2 has already become notorious for its poor performance, despite just launching two weeks ago. And an analysis (or autopsy) of the game has already been completed. While most city-building simulators are CPU-bound, Cities: Skylines 2 is strangely GPU-bottlenecked. Paavo, the programmer who authored the report, concluded that the game is missing key optimization features, indicating there wasn't enough time to include them.

One of the issues the report brings up is already widely known : the lack of level of detail (or LOD) models. When objects are far away, a game can use a model with a lower level of detail since the difference is imperceptible, improving performance. Just a day after the game launched, a Reddit user discovered every single NPC lacks a lower-quality LOD model for teeth, which are never even visible to the player.

But the teeth aren't the only problem, as the report says all NPCs and many models lack performance-optimized LODs. There's a pallet of gas canisters reportedly totaling 17,000 vertices, clotheslines requiring 25,000 vertices, and a pile of logs that uses up over 100,000 vertices. That makes the 6,108 vertices used by the NPCs' teeth pretty quaint.

If that wasn't bad enough, Cities: Skylines 2 has a very primitive object culling system, which is supposed to prevent the game from rendering stuff you can't see. However, the report notes only frustum, or viewing culling, is in the game, which is when objects outside the viewing angle are not rendered. Occlusion culling is not present, which means objects that are obscured by other objects are still fully rendered. This is why bystanders' teeth are still rendered even if they aren't visible.

Shadows also take up a large percentage of the GPU's time, and again it's down to an overkill amount of geometry that gets rendered. The game calculates the shadows that may or may not be cast by all 3D objects, without considering size or distance, so even shadows that wouldn't improve visual quality are rendered anyway.

The autopsy concludes that Cities: Skylines 2 renders way too much geometry due to a lack of proper object culling and LOD variants for models. There is also speculation that the developer, Colossal Order, expected Unity's built-in features to handle this for them. But perhaps those tools didn't work and a different solution had to be cobbled together before launch. The author however noted that "the issues are luckily quite easy to fix," so hopefully a future patch that vastly improves performance is on the horizon.

Matthew Connatser

Matthew Connatser is a freelancing writer for Tom's Hardware US. He writes articles about CPUs, GPUs, SSDs, and computers in general.

  • bigdragon
    This article captures all the reasons why I'm glad I avoided buying CS2. The game was clearly not ready for release. Worse, the number of people who don't realize how detrimental over-detailed objects and the lack of LOD content is disturbs me. These are basic concepts and bare-minimum features. Not knowing that your engine -- Unity in this case -- doesn't have Unreal's Nanite really makes me question the credentials of CS2's development leads. A simple modder and UGC creator like myself should not more familiar with these concepts than people working and covering the gaming industry.

    I'm sure the devs will get CS2 fixed. I'm sure it'll be a great game one day. I'm glad we have CS2 and others continuing to carry on the builder genre. However, the game clearly wasn't ready. Gamers shouldn't accept unfinished product even from the devs we love and support. No one is immune to making mistakes. CS2 should have an Early Access label applied to it ASAP.
    Reply
  • Alvar "Miles" Udell
    Paavo, the programmer who authored the report, concluded that the game is missing key optimization features, indicating there wasn't enough time to include them.

    Oh, there was time, they just wanted to get it out there and make money instead of delaying if a few weeks to polish it, pretty much like most every game studio for every game for the last 10 years because "gamers" continue to shell out for the preorders even though they know it's going to essentially be a beta.
    Reply
  • ilukey77
    bigdragon said:
    This article captures all the reasons why I'm glad I avoided buying CS2. The game was clearly not ready for release. Worse, the number of people who don't realize how detrimental over-detailed objects and the lack of LOD content is disturbs me. These are basic concepts and bare-minimum features. Not knowing that your engine -- Unity in this case -- doesn't have Unreal's Nanite really makes me question the credentials of CS2's development leads. A simple modder and UGC creator like myself should not more familiar with these concepts than people working and covering the gaming industry.

    I'm sure the devs will get CS2 fixed. I'm sure it'll be a great game one day. I'm glad we have CS2 and others continuing to carry on the builder genre. However, the game clearly wasn't ready. Gamers shouldn't accept unfinished product even from the devs we love and support. No one is immune to making mistakes. CS2 should have an Early Access label applied to it ASAP.
    is the first city skylines worth the buy while they fix 2?
    Reply
  • salgado18
    Alvar Miles Udell said:
    Oh, there was time, they just wanted to get it out there and make money instead of delaying if a few weeks to polish it, pretty much like most every game studio for every game for the last 10 years because "gamers" continue to shell out for the preorders even though they know it's going to essentially be a beta.
    It just gets worse, because LOD is so easy and quick to implement in Unity that it would probably take them one or two weeks to put in the entire game, and would solve all those excess meshes, but they didn't do it anyway.
    Reply
  • bigdragon
    ilukey77 said:
    is the first city skylines worth the buy while they fix 2?
    Yes, I think so. The Industries, Mass Transit, and Park Life DLCs are very important. Some of the other big DLCs are helpful, but not as impactful. I've ignored the music and content packs.

    Be sure to install the TPME, Move It, and Network Extensions mods. There are other good mods, but those are critical. Also set TPME's dynamic lane selection to between 60 and 90 percent and maybe single digits of wreckless driving too. I also added more sizes of parks, schools, police, fire, medical, and other civic buildings because not every part of the map needs a big fire station and the built in elementary school is too low capacity. Also search for "growable" RCI to help add variety to your zones!
    Reply
  • MartianM
    bigdragon said:
    Yes, I think so. The Industries, Mass Transit, and Park Life DLCs are very important. Some of the other big DLCs are helpful, but not as impactful. I've ignored the music and content packs.

    Be sure to install the TPME, Move It, and Network Extensions mods. There are other good mods, but those are critical. Also set TPME's dynamic lane selection to between 60 and 90 percent and maybe single digits of wreckless driving too. I also added more sizes of parks, schools, police, fire, medical, and other civic buildings because not every part of the map needs a big fire station and the built in elementary school is too low capacity. Also search for "growable" RCI to help add variety to your zones!
    The acronym is TMPE, for Transport Manager: President’s Edition. Sometimes also TM: PE (no space). Some YouTubers like Biffa (Biffa Plays Indi Games) have mod packs that include these key ones mentioned above and others. There is a maze of options!
    I actually started playing vanilla and only added in mods after a few tens of hours of play, but I’d find it very hard to go back 😎
    Reply
  • Dantte
    Anyone else getting Sim City 4 vibes right now?
    Reply
  • wcbhkids
    Dantte said:
    Anyone else getting Sim City 4 vibes right now?
    Not really. CS2 has a good foundation and I can see it becoming great down the line. It's just not fully ready at this time.
    Reply
  • Colif
    Sim city 5 failed because it was too small. The amount of space offered for a city was tiny and you couldn't buy more space. That is main reason I avoided it. I only have it now as I got it on game pass but still haven't played it... I liked that series before they killed it.
    CS2 isn't too small. It just needs more work, I think I heard the team who made it isn't very big
    I will try it once its a bit older.
    Reply
  • bigdragon
    MartianM said:
    The acronym is TMPE, for Transport Manager: President’s Edition. Sometimes also TM: PE (no space). Some YouTubers like Biffa (Biffa Plays Indi Games) have mod packs that include these key ones mentioned above and others. There is a maze of options!
    I actually started playing vanilla and only added in mods after a few tens of hours of play, but I’d find it very hard to go back 😎
    Yeah, you're right! My bad. I find TMPE critical for getting single point interchanges and multiple traffic lights in close proximity to work. The Intersection Marking Tool is another one that I use all the time. 25 Tiles is nice too.
    Dantte said:
    Anyone else getting Sim City 4 vibes right now?
    I think you mean Sim City 5. Number 4 was one of the good ones with regions and maps of various sizes. SC4's Rush Hour expansion seemed like it heavily influenced the first Cities Skylines. SC5 was the always online, tiny city, simple slot AI, overly monetized disaster the gaming journalists said was a 9.5/10. :eek:
    Reply