

New types of facilities include prisons, schools, libraries, museums, marinas, hospitals and arcologies. It had a near-isometric dimetric view (similar to the earlier Maxis-published A-Train) instead of overhead, land could have different elevations, and underground layers were introduced for water pipes and subways. SimCity 2000 was a major extension of the concept. The unexpected and enduring success of the original SimCity, combined with the relative lack of success with other " Sim" titles, finally motivated the development of a sequel. While its predecessor pioneered the city-building genre of video games, SimCity 2000 would become the model upon which subsequent urban simulators would be based over the course of the next decades.Ī screenshot of a city during an intermediate stage of the game An approximate total of 4.23 million copies of SimCity 2000 have been sold, mainly in the United States, Europe and Japan. SimCity 2000 was critically praised for its vibrant and detailed graphics, improved control menu, gameplay and music. Importance is put on increasing the standard of living of the population, maintaining a balance between the different sectors, and monitoring the region's environmental situation to prevent the settlement from declining and going bankrupt, as extreme deficit spending gets a game over. The objective of the game is to create a city, develop residential and industrial areas, build infrastructure and collect taxes for further development of the city. SimCity 2000 is played from an isometric perspective as opposed to the previous title, which was played from a top-down perspective. It is the successor to SimCity Classic and was released for Apple Macintosh personal computers in 1993, after which it was released on other platforms over the following years, such as the Sega Saturn and SNES game consoles in 1995 and the PlayStation in 1996. I'm sure they have their reasons for not going this way, but on the face of it the advantages would seem to heavily outweigh the disadvantages.SimCity 2000 is a city-building simulation video game jointly developed by Will Wright and Fred Haslam of Maxis.
#SIMCITY 4 MODS CD DRIVERS#
Valve has already shown some of this with the Steam Deck GPU drivers and extensions that make direct use of its properties via Proton. Vulkan allows for vendor-defined extensions, which could be extremely useful in a context where it is used as a backend for a HW-specific implementation.
#SIMCITY 4 MODS CD DRIVER#
dxvk for DX9-11, Zink for OpenGL, even vkd3d for DX12) Sure, these aren't 100% perfect, but from the sound of it significantly better than Intel's native driver in many cases - and they could have spent all the time working on these APIs on improving the conversion layers and their core driver interfaces (for Vulkan and maybe D3D12) instead. There are already several mature open source projects for implementing other APIs on Vulkan (e.g. Personally, I feel like a focus primarily on Vulkan would make more sense: It seems to me like it would make a lot of sense to focus on Vulkan (and DX12) and do everything else via conversion layers.
#SIMCITY 4 MODS CD FULL#
When you're releasing a new GPU architecture (or at least "new" to serious gaming) you already have your hands full with driver development. I wonder why they didn't make the strategic decision to do this from the start. I'm curious to see benchmarks of the popular DX9-based games and determining if there are any major graphical glitches from the emulation.ĮDIT, I dug up some information on the D3D9On12:ĮDIT2: I wonder if Intel plans on also emulating DX11 in DX12, or are they already doing that? So basically, D3D9On12 will act as a GPU driver all on its own instead of the actual GPU driver from Intel. Once the D3D9On12 layer receives commands from the D3D9 API, it will convert all commands into D3D12 API calls. Conversion works by sending 3D DirectX 9 graphics commands to the D3D9On12 layer instead of the D3D9 graphics driver directly. To replace it, all DirectX 9 support will be transferred to DirectX 12 in the form of emulation.Įmulation will run on an open-source conversion layer known as "D3D9On12" from Microsoft. Native DX9 hardware support is officially gone from Intel's Xe integrated graphics solutions on 12th Gen CPUs and A-Series Arc Alchemist discrete GPUs.
