![]() ![]() The reason only a few mods are missing, is because Steam seems to intercept the game in a way so it also loads mods and assets from the workshop folder, and I had to symlink the rest of the mods in my LOCALAPPDATA.Įdit: this seems to be an issue in Windows itself. So the high CPU usage is correlated to having a symlink in place of a real directory. Buuut, some of my mods and assets are no longer visible, which makes me remember why I symlinked them in the first place. After renaming the folder and letting the game generate a new and empty directory structure, the CPU usage is gone, completely. I have symlinked Mods and Assets to the same target folder (meaning that both Mods and Assets point to the same physical directory on the disk). ![]() I have symlinks (on Windows they are called junctions) in my Addons folder. Cities skyline steam screenshot folder mod#Most of the times the stacktrace contains file information querying functions (or completely empty stacktrace due to the managednative transition), confirming the fact that each file is scanned actively for changes.Īlso, it must definitely be the mod watcher thread, because when I suspend the thread in Process Explorer, the game doesn't reload the mod changes until I resume the thread, and it continues unnecessarily spinning out the CPU.Įdit: forgot to mention, that the high CPU usage might happen inside mscorlib.dll, so it might not be an easy fix. This can be observed in Process Explorer's stack trace feature. NET itself) doesn't have an event-based file system notification system (to my knowledge, that is), so each file has to have their attributes scanned for changes (size, file time, etc.). This seems to be caused by the fact Windows (or. This is confirmed by the fact that when I completely empty the Assets and Mods folder, the CPU usage of the mentioned thread will be so small that it's nearly impossible to find it anymore without using a debugger and scanning each thread's stack trace. Every other file watcher barely uses any CPU (averaging around 0.01% to 0.12%), but when I have ANY mods or custom assets, the CPU usage for that one particular thread starts to increase significantly, scaling with the amount of custom assets/mods I have installed. If you look into the log file I sent, you can see that there are tremendous amounts of file watchers, but they are on a separate thread, so this must be limited only the the mod (or generally any asset) loading from the user folder in LocalAppdata. but based on some clues the CPU usage comes from having to analyze the changes in the mods' files (probably a Steam Workshop thing to reload subscribed mod updates). I don't know *exactly* where the high CPU usage is, because the debuggability is extremely bad due to having to debug both managed and native code. I isolated the issue to the directory watchers. ![]() Yeah no, I won't show anything which would break the ToS. Open Process Explorer, find Citiex.exe, double click it, select the Threads tab, sort by reverse CPU usage, and the topmost thread which has a non-Cities.exe starting address will be most likely the offending thread (see attached screenshot) power plan is set to "Balanced" (CPU frequency is around 85-95%)Ĭan you replicate the issue? If yes, please explain how you did it. My system meets the game's system requirements: It would be appreciated to have an option to disable this feature, just to save on the CPU cycles at the inconvenience of having to restart the game when subscribing to a new mod or asset. ![]() When killing or suspending the thread, the game still functions normally, but the mods will no longer be hotswapped. This high CPU usage starts from the very moment the game window turns black from the splash screen. Depending on the mod and asset count, the CPU usage can go up past what the CPU clock speeds allow (so the thread is using 100% of the core).Įven with /disableMods, the CPU usage for the thread is still higher than the game, even though there are only a few normal custom assets loaded. When looking at the thread list of Cities.exe in Process Explorer, there is a thread which is using more CPU than the main game thread. Please explain your issue is in as much detail as possible. CPU usage is extremely high due to the mod change detector ![]()
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