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legoman786

Multicore support

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Dear customer,

regarding the multicore support, at the moment we are not working on a patch for the multicore, as the game doesn't have major performance issues by using only one core.

Thanks again for your interest in our product. Kind regards,

the Cities XL team

Those French need to pick things up over there. I'm not paying to get answers like this. 26.gif

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    I get performance issues, regardless. I fail to see how I can run games like Grid, Borderlands, Counter-Strike Source, much better and much more fluid than CXL.

    And, here's the kicker, I need to go out to planet mode, then back into my city for another 20-30 minutes without lag.

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    MC leaves a lot to be desired when it comes to customer service.

    ...

    I get performance issues as well. It started when a city would get over 800k. same thing here, it's fine for 20-30 min then it slows to a crawl. Then after that, the game won't exit cleanly, I have to hit the reset button on my comp.

    MC is going to see a big drop off in the next few months.

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    I'm glad that others are seeing they have performance issues after about 20 minutes; I was about to kick my computer. However, exiting and re-entering does fix the issue - it's just annoying. If MC doesn't fix this, then I may just have to build farming villages. Why did I even bother to buy a new computer for this game?

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    Same here, performance drops after 20 - 30 min. Maybe some kind of virtual memory gets overloaded....

    However, I don

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    I have the same problem when I play big cities. Restarting the game helps so I believe it's a memory leak.

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    On Task Manager, is it CPU Usage or Memory? If it is memory, more cores actually help. A memory leak would explain that. Memory leaks would hurt the better computers more.


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    Dear customer,

    the development of Cities XL has started long ago, and the game has been developed to run optimally on one core.

    Regarding your second question, we are always working on performance improvements, especially focusing on memory usage, and this the reason why the patching system is fundamental.

    Feel free to come back to us for any other issue, doubt or simple remark you might have or want to point out.

    Best regards,

    the Cities XL team

     

    Looks like we're gonna have to stick it out until they fix the memory issues. The multicore doesn't bug me as much now, but I want multicore support for when I move to a quadcore.

     

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    The multi-core support does bother me. I bought a lower-clocked quad core, the Intel Core 2 Quad Q8200 @2.33 ghz. I do run into minor performance issues after a while and usually have 1 core pegged at 100% and it's all CXL.

    Performance is still rather acceptable to me at this point, but I'm not able to make big cities because resource trading is purposely unfair in solo mode (to force you to subscribe to the "Give me the rest of the game I paid for Offer").

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    Originally posted by: legoman786

     

    Dear customer,

    the development of Cities XL has started long ago, and the game has been developed to run optimally on one core.

    Regarding your second question, we are always working on performance improvements, especially focusing on memory usage, and this the reason why the patching system is fundamental.

    Feel free to come back to us for any other issue, doubt or simple remark you might have or want to point out.

    Best regards,

    the Cities XL team

     

    Looks like we're gonna have to stick it out until they fix the memory issues. The multicore doesn't bug me as much now, but I want multicore support for when I move to a quadcore.

     

     

     
    quote>

    Unfortunately, multicore support isn't something you can just add on, it's fundamental to the design of the game engine;  meaning that if there's no multicore now, it's most likely going to stay that way.

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    That memory leak is a game killer for me. It just sucks all the fun out of the game when it takes longer and longer to do stuff the bigger my city gets.... also having to re-boot my box every time I quit the game is quite annoying too. (that and the buggy building snap.. it's like trying to push the same poles of two magnets together sometimes)

    CXL is going up on the shelf for a while until (if) MC can get these issues sorted out.

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    As MC already stated, theres not much point in completely changing the game-engine for multicore support, while its hardly influencing performance.

    I'm using a relativly old dualcore myself (intel e6750) and its running fluently on high graphic settings. So if people do have performance issues, its because of something else like the famous memory leak, old graphics card, old drivers or one of the many other causes it can have.

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    I can understand the reaction of the support team.

    Cities XL is graphically advanced which stresses the video-card more, but also the CPU.

    Every new game released these day's has a multi-core support which makes the game run better on these kind of CPU's, about 65% of all CPU's today has 2 cores or more.

    The decision of MC, not to make the game multi-core because there are no 'performance issues', is understandable but a bit strange.

    Multi-core support build-in right away is better, it can only make the game better....not worse.

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    Originally posted by: Stef42

    I can understand the reaction of the support team.

    Cities XL is graphically advanced which stresses the video-card more, but also the CPU.

    Every new game released these day's has a multi-core support which makes the game run better on these kind of CPU's, about 65% of all CPU's today has 2 cores or more.

    The decision of MC, not to make the game multi-core because there are no 'performance issues', is understandable but a bit strange.

    Multi-core support build-in right away is better, it can only make the game better....not worse.quote>

    I agree.

    I'm very surprised a major game in the second half of 2009 doesn't have multi-core support, but it does seem to tax the GPU much more.  When I had the PO I went into a few large cities and it seemed to slow down a little bit, but nothing too terribly bad.

    In comparison to SC4, performance seems to be a lot more reliable.  SC4 crawls on my pc once I fill half a large map, I mean really really crawls.

    One thing I did notice odd about CXL is that in the planet view my video card fan goes freaking CRAZY, it really revs up.  Always made me wonder what's so graphically challenging about a spere with a bunch of dots on it.

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