Cities Skylines 2 feature-3

Cities Skylines 2 just got its second performance update


Colossal Order has just launched the second performance update for its newest city-building game, Cities Skylines 2. This update is all about making the game run smoother by adding several improvements. So, let’s take a look at what’s changed and what’s better.

The new Patch 1.0.12f1 hotfix makes Cities Skylines 2 even better. It makes the game faster by improving how it handles certain types of lights. Plus, the game will now render small objects after big ones, which can help your PC run it faster. It also improves shadow LOD calculations. As such, the game won’t waste time on ones that don’t matter.

Update 1.0.12f1 also brings some VRAM enhancements. The patch makes sure that the textures for large characters are not too detailed when they don’t need to be. This helps folks with graphics cards that don’t have a lot of memory. Also, it reduces situations where trees and alpha-clipped objects would lead to virtual texturing space running out.

Patch 1.0.12f1 hotfix doesn’t just make the game run better, but it also makes it more stable. The developers have fixed some bugs that could crash the game. For example, they’ve fixed an issue where loading a new map would cause the water state to get out of sync with the save data. They also fixed an error with land value that could make the game crash.

As always, Steam will download this patch the next time you launch its client. Below you can also find its complete changelog.

It’s great to see Colossal Order working on making the game run better. And yes, we’ll definitely check it out again when it gets numerous improvements. Just so you know, it’s already running better than when it first came out. Back then, it was a mess. Even the version we tested for our PC Performance Analysis was better than it.

Cities Skylines 2 Patch 1.0.12f1 Hotfix Release Notes

  • Increased leisure probability to balance the “No customers” situation with commercial companies
  • Improved balance of companies’ profit
  • Tuned down companies ordering input resources when their storage don’t have enough space
  • Fixed trade resource bug preventing some resources from being consumed
  • Fixed miscalculation in college/university eligible count
  • Improved conditions for companies to move away when bankrupt
  • Fixed a dependency error with land value causing potential instability
  • Fixed an issue where loading a new map would cause water state to get out of sync with the save data
  • Slightly increased Windows emission intensity
  • Optimizations for area lights
  • Prefer rendering small objects after large ones when possible to improve GPU performances in some cases
  • Improved shadow LOD calculations to cull irrelevant shadow casters earlier
  • Reduced situations where trees and alpha clipped objects would lead to virtual texturing space running out
  • Fixed citizens hanging around at park areas on regular building lots never getting inside the building
  • Decreased resolution of unnecessary large character textures
  • Removed Spasm radio ad (due to offensive content)
  • Added missing localization ID for Paradox account linking