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[Twitter] Sim City 5 Main Sim + Game Loop Will Be Single-Threaded - Page 17  

post #161 of 257
Quote:
Originally Posted by OEM View Post

If I recall wasn't SimCity 4 rather demanding for the time it was released? I can't remember that far back right now
It runs worse on my current PC than the terrible PC my family had a decade ago.
post #162 of 257
I think this discussion should be tabled until March after we see how wide the i3/i5 vs FX-6/83XX performance gap is.
Edited by sherlock - 2/11/13 at 3:31pm
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post #163 of 257
I can't believe people are still defending this game.

Its EA, they're probably either cutting corners, or this is part of their "keep some processing server-side" ultimate-DRM tactic. IIRC they did say certain elements of your city wouldn't be processed locally, depending how they implement it might make sense to keep it single threaded.

Would probably make the servers expensive to run though, probably not a good business model for a non-subscription game... Maybe the EA devs have just gone flat out mad?
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post #164 of 257
Quote:
Originally Posted by zinfinion View Post

Because going in a different direction automatically equates to ruining. I like the new SimCity far more than I ever like SimCity 4. In 4 I felt too detached and the simulation was all an abstraction. I like how in the new one "what you sim is what you see". I feel much more in tune and connected to what I am building. It's not perfect, but it sure is fun. For me anyway. thumb.gif
Specs would help. I was at a solid 60. thumb.gif

I might be remembering wrong since i enjoyed the game so much =) I have GTX680 4GB and 3930k.
post #165 of 257
Didn't they say this game was so heavy it required cloud computing? or was it jsut that the save games were humongous?
 
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post #166 of 257
Quote:
Originally Posted by coachmark2 View Post

3770k's at 5.3ghz on a single thread just became significantly more relevant.

Yes, but not everyone is running the top of the line i7. Most people are using Phenom IIs still and, while powerful even today, games will be highly bottlenecked by a single thread in any case.

In all honesty, you'll run into a wall long before then. The L3 Cache tends to pose a problem to anyone who is playing an older single threaded game.
     
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post #167 of 257
Quote:
Originally Posted by Huzzbutt View Post

Didn't they say this game was so heavy it required cloud computing? or was it jsut that the save games were humongous?
They did. However, the client-side could be very light because enough of it is offloaded. Kind of a "most users won't be able to play the game if we don't offload computing to the cloud." "Ok, how many more users will be able to play the game if we offload more to the cloud?" kind of progression.

The twitter comment is without context. More cores might not help because you'll be GPU bound long before CPU bound having enough CPU work offloaded. If they figured out a way where game is client-light enough where it'll play just fine (on low) on an ultrabook, you can be sure they'd consider it.
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post #168 of 257
Quote:
Originally Posted by Huzzbutt View Post

Didn't they say this game was so heavy it required cloud computing? or was it jsut that the save games were humongous?

They insinuated it, yes. However I would probably be wary of taking such a statement at face value.

The cost impact of indefinitely running servers that are processing that much information per user, for a one off cost, would render it a pretty bad design decision.

It is more likely that it is just PR spin on a DRM scheme. (Not that I'm knocking it if it is)
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post #169 of 257
Saddening news, on the fence about cancelling my $80 pre-order.... sad to see that developers aren't catering to technological advancements...
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post #170 of 257
Didn't they also tell us that most of the processing would be done on their servers?
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