All 25 areas can be purchased (per default only 9 out of 25 can be purchased). Anyway, its price is not rised when you buy more than 9 tiles, but here is a mod that do this correction. So yesterday, I was playing, surprise I know. Anyway I thought I would track my CPU and RAM Usage with 25-tiles unlocked as my Population Grew. PC Specs are as Follows: i7 4790 3.6GHz (4.0GHz Boost) (4-Core / 8-Threads) Air Cooled 16GBs RAM GTX980 4GB VRAM - CPU Usage is with Windows 7 Pro Running, as well as Chrome, and a few other small Back-ground Processes. - RAM Usage is the actual game itself. - Graphics set to MAXIMUM on all sliders. Export file from mac contacts to outlook for mac address book. 25-Tiles (0 Population) Avg CPU: 8-10% RAM: 2.3 GBs 25-Tiles (10,000 Population) Avg CPU 10-15% RAM: 2.5GBs 25-Tiles (25,000 Population) Avg CPU 20-27% RAM: 2.8GBs That is what I have now. As I progress I will have updates. Click to expand.Pretty sure only xeons can be dual socketted. The game only fully utilizes 4cores, while granting some benefit from 4 more (8max) Best you could do is get a 5960x and disable every other thread in task manager to the game (so the game doesn't send 2 threads to one core - saving the HT for the lighter background tasks) From what I understand about the game, the higher the population the slower the simulation speed (so 3x SIM speed at 200k pop is more like 2x simulation speed) so hopefully that will be enough to keep things stable up to 1mill pop. I look forward to your findings going in. I have an [email protected] and want to see if there's any hope in me being able to build that big (I don't have much time for games until the weekend lol). Pretty sure only xeons can be dual socketted. The game only fully utilizes 4cores, while granting some benefit from 4 more (8max) Best you could do is get a 5960x and disable every other thread in task manager to the game (so the game doesn't send 2 threads to one core - saving the HT for the lighter background tasks) From what I understand about the game, the higher the population the slower the simulation speed (so 3x SIM speed at 200k pop is more like 2x simulation speed) so hopefully that will be enough to keep things stable up to 1mill pop. I look forward to your findings going in. I have an [email protected] and want to see if there's any hope in me being able to build that big (I don't have much time for games until the weekend lol). While it's nice that people are working on opening more tiles, I hope that people will work also on increasing the limitations that CO had to put into the game due to performance issues. I'm not talking about the actual code that may or may not need performance enhancements but also the limitations of 225,000 trees and only 65,000 Cims visible at one time and xx,xxx amount of road pieces, and xx,xxx amount of buildings to zone in etc. I say this because a 17x17 unlocked map is going to look pretty darn deserted (dead) if the game is still limited to only displaying 65k Cims at any one time and xx,xxx amount of buildings, roads, trees etc. ![]() ![]() I saw a gal on Twitch that was using the 5x5 squares all unlocked and had built on all of them and even that starts looking like more of a ghost town (at least for the residential areas, the industry seemed full of Cim Traffic), now imagine spreading out even more to 9x9 tiles (or larger) and you end up with residential ghost towns and booming industrial areas (assuming that you continue to expand your industrial as you expand the com and res areas. Anyway, yeah it should be great that you will eventually be able to unlock so much of the map to play on, but I hope too they'll be able to greatly expand on the current built in limitations to avoid cities looking like they're dead.
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