this post was submitted on 20 Oct 2023
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[–] themusicman@lemmy.world 55 points 10 months ago (2 children)

"If you're on the fence about the sequel, though, I've gotta say that it's really the performance updates you're going to want to watch for, because woof does this game run badly."

Yikes

[–] 520@kbin.social 25 points 10 months ago* (last edited 10 months ago) (3 children)

Yeah. Take a look at their review. The guy was running a 3080 and had to turn all settings down to minimum just to get a stable 30fps.

Fucking ouch.

[–] Appoxo@lemmy.dbzer0.com 13 points 10 months ago* (last edited 10 months ago) (1 children)

Not like this seems to be status quo in game dev for >1 guy game studios right now (sadly).

Just don't buy/pre order or refund after testing and we are all join the patient gamer community.
Haven't bought a modern current-year release since >2 years.

[–] corq@sh.itjust.works 1 points 10 months ago

Yep, there's no reason that users should have to PAY for the privilege of being "beta" testers. I learned this the hard way in the early days of the Civ 6 release. 😔

[–] EddyBot@feddit.de 13 points 10 months ago (1 children)

CS1 was notoriously known to be tied to single core CPU performance
I hope at least that got better, this really hit laptop gamer even if they had beefy GPUs in the laptop

[–] sugar_in_your_tea@sh.itjust.works 1 points 10 months ago

Yup, C:S and Paradox first party games are really CPU heavy, so your GPU really doesn't matter that much unless it's an absolute potato. My laptop ran C:S okay with just a mid-tier AMD APU (3500U IIRC).

[–] RizzRustbolt@lemmy.world 2 points 10 months ago (1 children)
[–] Dumbkid@lemmy.dbzer0.com 6 points 10 months ago

Where do I get a Josh's system?

[–] DancingIsForbidden@lemmy.world 3 points 10 months ago* (last edited 10 months ago)

Considering the original that came out 10 years ago still eats up my overclocked octocore entirely unmodded and with several DLC disabled, I’m equal parts not surprised and highly concerned. They’ll get it down eventually, but this is one of the issues that Unity always seems to have with most performance heavy simulation games, regardless of whatever tech they throw at the situation (Burst compiled multithread tasks, DOTS ECS, C#/MSIL to native, etc). The engine is just too bloated and has way too many packages by default for this type of resource intensive game.