Cities: Skylines

Cities: Skylines

FPS Booster
cinefreak 26 Feb, 2022 @ 10:15pm
I'm having Lag input with this mod
First of all, I would like to say the mod is amazing. I'm hitting 70 fps @ 4K with a gtx 1070.
However, I'm having some lags.
When i delete roads it leaves a sort of shadow behind where the road was for a few seconds.
When i creat roads, they appear to be clipping with the ground for several seconds.
When I try to terraform it takes several seconds for the game to show me what I'm doing.

I also tryied using 1080p res but the problem still remains.

Here is my log file:

https://drive.google.com/file/d/1Jcw9Sd1bts2bsSip6EV7W1_mDzAp_rSI/view?usp=sharing
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Showing 1-4 of 4 comments
Krzychu1245  [developer] 27 Feb, 2022 @ 11:31am 
It's not because of FPS Booster. All actions you do (building/bulldozing/moving) are done on the simulation thread and if it is running slow you will experience that behavior (especially when you run 3x speed). Simulation is independend from the main thread that is rendering things so that sort of "lag" is expected but shouldn't take few seconds. Try Broken Nodes Detector mod, maybe something is wrong (a broken node can cause performance issues on simulation thread)
cinefreak 27 Feb, 2022 @ 3:57pm 
Thanks for the reply. I'll try the mod and see what happens.
cinefreak 1 Mar, 2022 @ 6:27pm 
Well, finally I had the chance to test the Broken Nodes Detector mod. All it detected was a broken bus line, nothing more, and it still kept the very laggy simulation. So I tried starting a new map and finally it worked correctly.
Perhaps the city was getting to big, after all it was 130,000 pop. But I hope the same issue doesn't repeat in the new city.
Anyway, thanks for the tip. If anything else pops up I'll update the thread.
Krzychu1245  [developer] 2 Mar, 2022 @ 12:19pm 
Check game limits with Watch It, and if you use TM:PE then at the Maintenance tab enable Path-find counter - it will show pathfinding queue length when you open TM:PE menu. If number is too big (depends on CPU 200+ or constantly rising will be the problem) it will slow down simulaiton to help path-finding threads with calculating paths (slowing simulation will reduce number of new path requests).
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Showing 1-4 of 4 comments
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