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Traffic flow measured for 25 different intersections in Cities Skylines 2022 

The Falk Gamehub
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In this video I have measured the traffic flow for 25 different intersections in Cities Skylines. They are presented in order from poor to best in performance.
Traffic is measured per game week as vehicles per week (vpw) and presented both in text as a maximum and an average value over 10 game weeks and as a bar chart showing vehicles in, out and in transit in the intersection.
Performance is measured as the accumulated vehicle count leaving the intersections divided by accumulated vehicle count entering the intersection. There is as well information on cost to place intersection/roads and square size of the intersection in squ (u is the unit of measurement in the game).
The score is calculated so it accounts also for cost and size. Read more in detail on the blog of the test setup and full results from the test plus loads of tips to manage traffic in Cities Skylines to make your city run perfect!
Check the blog post with more detailed information at
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6 дек 2022

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Комментарии : 43   
@thefalkgamehub
@thefalkgamehub Год назад
Let me know in the comments if you would like to see more intersections tested and which ones!
@damiencarreras9860
@damiencarreras9860 Год назад
Can we have a compilation of the best intersection concepts? Great video, I appreciate the time you take to experiment
@thefalkgamehub
@thefalkgamehub Год назад
I will have a look at it when I get some time!
@DanimalUpchurch
@DanimalUpchurch Год назад
Amazing! Would love to see more of this, intersections and interchanges of all types
@thefalkgamehub
@thefalkgamehub Год назад
Working on a couple more right now so stay tuned!
@pickleman40
@pickleman40 Год назад
6:14 should have right turn on red, all directions at all times.
@ShawFujikawa
@ShawFujikawa Год назад
Now this is the scientific approach to interchange testing that I’ve really wanted to see! You actually went through the effort of stockpiling vehicles to completely saturate the interchange, though I still wish there was a mod that allowed you to do it for the entire duration of the test. Even the heaviest dummy traffic doesn’t come close. I think separating the different interchanges into regular, service and highway groups would also be good for comparing ones intended for the same purpose. For interchange suggestions: SPUI DCMI Turbo Roundabout Traffic Circle Continuous Flow Contraflow Left Parclo Bypass Twisted Cloverleaf Diverging Windmill Double Trumpet Double Diamond Cyclone Basketweave Paperclip
@thefalkgamehub
@thefalkgamehub Год назад
Thanks for the suggestions, will put those into the list for the next test!
@davidroddini1512
@davidroddini1512 Год назад
I can’t wait to see the follow-up video with all these interchanges! I would like to see the 4 way over and underpass with right turn slip lanes instead of right and left turns sharing the same road.
@RedSntDK
@RedSntDK Год назад
Oh dear, that spupclo could definitely use some sliplanes, that 115° right turn looks rough.
@artemKonoplevGeo
@artemKonoplevGeo Год назад
(добавил через сутки). Ааааа, "гладко было на бумаге(в компуктерной модельке), да забыли про овраги". Водоотведение! Это я вспомнил в Красноярске копыловский мост над ж.д. путями и потом развязка, и там есть "нырок" поперечной дороги. Его не топило, но это значит просчитанная "ливнёвка"(дожди, стаявший снег). Если же нет, то будут топить варианты с туннелями. Или они дороже будут - чтобы не затопило. ------------------------ Круть, нормуль моделирование. В жизни был на простых пересечениях, перекрёстках, кольцо и "клевер".
@princekamoro3869
@princekamoro3869 Год назад
I would like to see breaking points tested. That is, there must be a certain level of traffic demand that produces peak throughput. And if you feed it even more traffic, the junction breaks, and throughput actually decreases rather than merely leveling off. For example, I believe the junctions at the may have been operating well past their breaking points.
@thefalkgamehub
@thefalkgamehub Год назад
I see what you mean but it is not easy to do that kind of testing in the game unfortunately, will think about if that could be done somehow since it would be very valuable in the decision of what type of intersection to place.
@ctrlaltdebug
@ctrlaltdebug Год назад
For the better performing interchanges, it seems that as the weeks went by, they ran out of traffic so that the later weeks had low counts.
@thefalkgamehub
@thefalkgamehub Год назад
The challenge when trying to simulate traffic in CS is to keep it at a steady flow over a long period of time. What you describe is happening since the best performing intersections will clear all traffic much faster than others and the game cannot keep generating enough traffic over time. They all start from exactly the same amount of incoming traffic that is buffered so I still think it gives a fair comparison.
@mcmudkipp
@mcmudkipp Год назад
Solid video. However things weren't set up properly (with tmpe) on some occasions vehicles were jumping two lanes to get to on ramps/offramps
@thefalkgamehub
@thefalkgamehub Год назад
Yes that is intentional to show the difference between setting it up correct and not. Those intersections is in the video 2 times. Some need to have some lane switching due to the design of the intersection as well.
@mcmudkipp
@mcmudkipp Год назад
@@thefalkgamehub If you look at the first instanxe of the diverging diamond, i'm assuming thats without the setup. But the second instance has cars jumping from the far right lane to go to the far left lane to get on/off the highway. It's also noticeable on the cloverleaf beyond just the 'weave'
@thefalkgamehub
@thefalkgamehub Год назад
Yes you are correct. I left the whole node available for lane switches on both of them since some lane switching is necessary for those intersections to work. It would be possible to further optimize them slightly by only allowing some cars to switch 1 lane instead of 2.
@vagabondmike5870
@vagabondmike5870 Год назад
Neat. Thanks for the testing.
@thefalkgamehub
@thefalkgamehub Год назад
No problem it was interesting to go through!
@johnterpack3940
@johnterpack3940 Год назад
Something strange is going on. Watching the cloverleaf, not a single car turned right at any point. And hardly any went straight through.
@thefalkgamehub
@thefalkgamehub Год назад
I guess you mean the first version at 02:20 where the lanes are not strictly controlled on the traffic coming into the intersection which always causes problems. The Cloverleaf has this issue in general where cars need to cross lanes to exit which is not optimal and blocks traffic. In the optimized version the lanes coming into the intersection is fixed which makes it better but still it clogs up due to cars needing to cross over lanes.
@johnterpack3940
@johnterpack3940 Год назад
@@thefalkgamehub Yeah, there are literally no cars using the "right turn" ramps, everyone is going around the loops. You would expect some eastbound traffic to want to "turn right" and head south, but they aren't. That obviously effects the capacity of the interchange since half of it isn't being used.
@RapeephatYakza
@RapeephatYakza Год назад
WoW! How do you counting vehicles bro? It very useful if I can count vehicle in any intersection. 🤩💯💯💯
@thefalkgamehub
@thefalkgamehub Год назад
I used toll booths to count, check out the description on the blog if you want to read the details at thefalkgamehub.com
@azuarc
@azuarc Год назад
So what you're saying is that if I play without traffic manager, I need to put turbines everywhere.
@thefalkgamehub
@thefalkgamehub Год назад
It depends of course on the amount of traffic, this test is done as a pressure test to see how the intersections perform with a heavy load. Putting turbines everywhere in a city is of course not necessary.
@32bitintiger999
@32bitintiger999 Год назад
Maybe some three way interchanges?
@thefalkgamehub
@thefalkgamehub Год назад
Three way intersections might come later but they are a bit easier to handle that four ways or larger.
@egyptianmapper
@egyptianmapper Год назад
I wonder where the software is from.
@egyptianmapper
@egyptianmapper Год назад
And how to track the traffic flow?
@thefalkgamehub
@thefalkgamehub Год назад
I tracked it by using toll boths, check out the full test description at thefalkgamehub.com
@egyptianmapper
@egyptianmapper Год назад
Thanks!
@oscaracosta2697
@oscaracosta2697 Год назад
What does R88 mean? or R48?
@thefalkgamehub
@thefalkgamehub Год назад
It is the radius of the roundabout
@gamerfrog1879
@gamerfrog1879 Год назад
what does ttl mean?
@thefalkgamehub
@thefalkgamehub Год назад
TTL means timed traffic lights More details of the test and results in the blog post if you are interested at thefalkgamehub.com
@LandonW721
@LandonW721 Год назад
Noce work i cant imagne how long this took
@thefalkgamehub
@thefalkgamehub Год назад
Many long hours mate...
@LandonW721
@LandonW721 Год назад
@@thefalkgamehub You work to hard to have just 14 subs
@DwellOnForever
@DwellOnForever Год назад
would be nice to see some continuous flow intersections tested, example of some ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-OoFnIVCfHz0.html
@thefalkgamehub
@thefalkgamehub Год назад
Working on that right now for the next 10 intersections so its coming soon!
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