![cities xl maps cities xl maps](https://cdn.cloudflare.steamstatic.com/steam/apps/231140/ss_a2cc6b785448cf5fd1e3e354ded57a7e325af5d7.1920x1080.jpg)
![cities xl maps cities xl maps](https://static.wikia.nocookie.net/citiesxl/images/9/9b/Load_screen.png)
If the baseline doesn't cut it tiles) then wait until they dish out some better figures. It's easy to want leg room, but it's also easy to ask for too much too early. This was not intended to be negative in any way, just a reminder. Cities XL didn't lag because of graphics, it lagged because its threads were routed through one core, and as cities got larger, more computing took place.
![cities xl maps cities xl maps](https://vistapointe.net/images/cities-xxl-10.jpg)
You'd be surprised to see a lot of games completely bypass the GPU and lag, and a lot of people can't understand why. People honestly underrate the CPU as the thing that does the processes and makes the computer work. That's why they're not officially supporting it. I have an 8 core processor, which is more than enough to run this game with efficiency, however that doesn't say the same for other players, and I'd rather them not damage their computers for 25 tiles of leg room. And from what I read, the Unity Engine, combined with this game, uses a crap ton of threads that could potentially damage the CPU if overworked. When they say "damage" to your computer they're talking about the one thing that dictates whether it runs or not: the CPU. The game is obviously not graphics heavy, so that's not a GPU problem. I have one as well, but there's one thing people need to understand. I keep hearing that everyone has supercomputers, which is admirable.