No lol and I don’t think many people are putting that as prio on their feature wish list. It’s already a resource intensive game, and there is a lot of room for improvement, as they’ve been showing off with these vids lately.
I hadn’t thought about it, as the only experience with “multiplayer” I’ve ever had in city management games was with Simcity 2013 which… ahem. We can do without. However a factorio-like experience where multiple friends can work together on the same city does sound fun.
But yeah given how resource-intensive even the first C:S still is in big cities, I don’t see that happening as a seamless experience would almost certainly require a complete re-architecture of the simulation engine, nevermind the fact that more people implies bigger cities implies more resources that must be dedicated to simulation (nevermind the netcode overhead, which might not be negligible with tens of thousands of entities to keep track of).
They already greatly increased map size in this version, which concerns me with performance as my previous build already slowed down simulation speed significantly in mid-sized cities, especially with traffic mods. Presumably they’ve added some architectural changes to better parallelize the simulation on many-core CPUs.
No lol and I don’t think many people are putting that as prio on their feature wish list. It’s already a resource intensive game, and there is a lot of room for improvement, as they’ve been showing off with these vids lately.
And multiplayer sounds gimmicky anyway
I hadn’t thought about it, as the only experience with “multiplayer” I’ve ever had in city management games was with Simcity 2013 which… ahem. We can do without. However a factorio-like experience where multiple friends can work together on the same city does sound fun.
But yeah given how resource-intensive even the first C:S still is in big cities, I don’t see that happening as a seamless experience would almost certainly require a complete re-architecture of the simulation engine, nevermind the fact that more people implies bigger cities implies more resources that must be dedicated to simulation (nevermind the netcode overhead, which might not be negligible with tens of thousands of entities to keep track of).
They already greatly increased map size in this version, which concerns me with performance as my previous build already slowed down simulation speed significantly in mid-sized cities, especially with traffic mods. Presumably they’ve added some architectural changes to better parallelize the simulation on many-core CPUs.