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Re: SimCity Pares Down Features to Meet Demand |
Mar 8, 2013, 21:35 |
Creston |
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Quboid wrote on Mar 8, 2013, 19:39: My understanding was that the regional stuff is server side but the city simulation is client side. The city simulation is pretty detailed and is probably a CPU hog, there's no much that can be done about that without affecting everything.
This is what I'd read before launch and it is how it seems to act in-game. I've played about 8 hours and the city stuff has been fine. However, some of the region play is a bit wonky, for example I can't jump into a city, expand the power station, jump out and sell that extra juice as it takes several minutes to update the region.
The actual game is very good, but it's SimRegion rather than SimCity. SimSeveralSmallTowns. I thought all the underlying "agents" in the city were also mostly done cloud-side?
In either case, the game apparently runs off one core, with some minor stuff handled by another core, so it's never going to win any awards for "well-written software."
Creston |
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