As many others have reported, sound stuttering continues to be an issue with this game.
When I first bought it I never had this problem, now, a couple years later, I'm trying to go back and pick it up again and finding that I cannot play it due to this pervasive issue.
Having dealt with recording, sound buffers, ASIO, latency, DPC latency, core utilization and resource overloading issues in the past, I immediately recognized this sound as a 'buffer \ latency' glitch sound.
Doing research, it seems that Unity may have changed project setting defaults from version 4 to version 5. I know Cities has been upgraded to a newer version of Unity at least once since I've bought it.
Unity supposedly has settings related to latency and buffer size, and the ability to specify preferring latency vs performance.
I am fairly confident, based on my experience and that of many others, that the Cities game itself is configured in Unity with too aggressive of sound buffer \ latency settings, causing buffer underrun and the associated sound glitching.
I believe this can be resolved by tweaking the settings in Unity and causing the game to favor performance over latency, and to possibly increase the depth of the sound buffer.
Note that I have ZERO resource exhaustion when this issue occurs... NO MODS INSTALLED... and an extremely over-powered system (see below). I can literally alt-tab the game and the buffer underruns still noticeably occur in the ambient wind sound over time.
6core/12thread 3.2ghz intel i7
32gb ram
gtx 1080 fe 8gb
ssd space free
windows 10 anniversary (enterprise) + latest patches
latest gtx drivers
realtek audio, latest drivers
I've tried using digital and analogue outputs, 16bit 44.1 / 24bit 44, and all permutations within, no change.
Please advise. This is a devastating issue and I can offer as much assistance as needed so we can resolve this together.
When I first bought it I never had this problem, now, a couple years later, I'm trying to go back and pick it up again and finding that I cannot play it due to this pervasive issue.
Having dealt with recording, sound buffers, ASIO, latency, DPC latency, core utilization and resource overloading issues in the past, I immediately recognized this sound as a 'buffer \ latency' glitch sound.
Doing research, it seems that Unity may have changed project setting defaults from version 4 to version 5. I know Cities has been upgraded to a newer version of Unity at least once since I've bought it.
Unity supposedly has settings related to latency and buffer size, and the ability to specify preferring latency vs performance.
I am fairly confident, based on my experience and that of many others, that the Cities game itself is configured in Unity with too aggressive of sound buffer \ latency settings, causing buffer underrun and the associated sound glitching.
I believe this can be resolved by tweaking the settings in Unity and causing the game to favor performance over latency, and to possibly increase the depth of the sound buffer.
Note that I have ZERO resource exhaustion when this issue occurs... NO MODS INSTALLED... and an extremely over-powered system (see below). I can literally alt-tab the game and the buffer underruns still noticeably occur in the ambient wind sound over time.
6core/12thread 3.2ghz intel i7
32gb ram
gtx 1080 fe 8gb
ssd space free
windows 10 anniversary (enterprise) + latest patches
latest gtx drivers
realtek audio, latest drivers
I've tried using digital and analogue outputs, 16bit 44.1 / 24bit 44, and all permutations within, no change.
Please advise. This is a devastating issue and I can offer as much assistance as needed so we can resolve this together.
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