“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.”
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
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).
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.
Yikes
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.
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
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).
Ran fine on Josh’s system.
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.