![cities skylines steam mods cities skylines steam mods](https://i.kinja-img.com/gawker-media/image/upload/t_original/expikcskrv2wncocbw17.jpg)
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.
![cities skylines steam mods cities skylines steam mods](https://i.ytimg.com/vi/y_Pkj9FQd-k/maxresdefault.jpg)
Please explain your issue is in as much detail as possible. CPU usage is extremely high due to the mod change detector