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City Car Driving News

Developer Diaries #49

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We’ve put together a collection of answers to the most common and important questions, added some new ones, and of course, brought back a few you might’ve missed.

New Questions


Will each car have its own unique engine sound, or will it be like City Car Driving, where a few similar sounds are reused with minor changes? Have you considered making car sounds more realistic or at least somewhat authentic?

Each car will have its own unique sound.

Just dreaming here — but in the distant future, could we see a built-in tablet or phone in the dashboard with navigation, a radar for traffic cameras, or even a dashcam view and the ability to watch videos from a service on the car’s built-in screen?

Absolutely! We've been thinking about this for a long time. It didn’t make it into the early access release, but it’s definitely planned for the future.

Will there be a discount on the preorder for those who own the first game on Steam?

We plan to bundle both parts together in a single Steam package to offer a discount using Steam’s tools.

Are you planning to add interior and exterior customization — like changing wheels, putting a steering wheel cover on, or adding an air freshener?


Not in the first version. Just like damage systems, it turned out to be too complex to include right away. But it’s planned for the future.

Will the game support the SIM Dashboard app (which displays in-game data like speed and RPM on a phone or tablet)?

No, not for now. Once the game is complete, we might consider it, but definitely not during early access.


Will there be speed bumps?

Yes, you’ve probably already seen them in several gameplay videos!

Will there be winter with an option to warm up the car?

Not in the first version or in the initial updates. But we’ll see how interested the community is.

Did you consider making poles, signs, or trees deformable upon impact?

Yes, we even started working on it — but it’s too technically demanding at this stage.

Some vehicles (like certain Mercedes-Benz or BMW models) have special wiper mechanisms. Will modders be able to make their mods more realistic if you add features like dirty windshields and washer systems?

Once the core of CCD 2.0 is complete, we aim to give modders tools on par with our own.

You can check out the upcoming City Car Driving 2.0, on its Steam page

Дневники разработчиков #48

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Here's what we've been working on:

🔹 Instancing with Merge - Batch
We use the Merge - Batch tool to combine repeated scene elements into instances. This significantly reduces system load and improves loading times.

🔹 Disabling Collisions Where They’re Not Needed
For objects that the player can't reach or interact with (like balconies, decorative street lamps, or props behind fences), we disable collision. This helps the engine skip unnecessary calculations and keeps things running smoothly.

🔹 Smart Use of Occluders
We optimize assets based on their size and coverage radius to make the most of occluder settings. This cuts down on unnecessary geometry being rendered and boosts performance.

🔹 Turning Off Shadows on Select Assets
For smaller or less noticeable objects, we disable shadows where they don’t meaningfully impact the visuals. This gives us a nice performance gain without compromising the scene’s look.

We're continuing to fine-tune these elements so the final version of the game looks great and runs smoothly. Let us know what you think in the comments - your feedback helps us steer in the right direction!

You can find out more about City Car Driving 2.0 on the game's Steam page

Developer diaries #47

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Hey, friends! In this episode, we’ll show you how we work with Level of Detail (LOD) to improve game performance without sacrificing quality.

🔹 Creating LODs - first, we generate multiple levels of detail, reducing polygon count for distant objects.
🔹 Adjusting Quality - next, we fine-tune the settings to balance optimization and visual clarity.
🔹 Setting Switch Distance - finally, we define when models transition between LOD levels to ensure smooth visual changes.

These steps help the game run more efficiently while maintaining a great look. What do you think of this process? Share your thoughts in the comments!

Developers diary #46

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Traffic Balancing

After updating the traffic generation system (vehicles and pedestrians), the old spawn and density settings were no longer effective. As a result, we had to fine-tune the balance to ensure traffic flows naturally and seamlessly.

Pedestrian Movement Optimization


To improve performance, we implemented frame skipping for pedestrians that are far from the player. However, during testing, we noticed this effect occurring more frequently than intended, so we’re continuing to refine it.

Adjusting Vegetation Interactions


We also tested a method for removing grass and other vegetation inside vehicle interiors. Instead of implementing grass bending, we decided to go with a clipping method to achieve a cleaner visual result.

Work on these features is ongoing, and we’d love to hear your thoughts! Share your impressions in the comments!

You can learn more about the upcoming City Car Driving 2.0 on the game's Steam page

Developer diaries #45

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Step 1: Performance Analysis
First, we measure FPS - from launching the game to entering the city. There are some places where sags are noticeable, so we need to figure out what exactly is causing the lags.

Step 2: Search for problems
Next, we look into the profiler and study in detail what processes load the system and slow down the frames.

Step 3: Optimization
After a thorough analysis, we begin the long but important work - optimization. We fix key issues, eliminate bottlenecks, and... the result speaks for itself!

Step 4: FPS Improvement
After optimization, the performance in some places has significantly increased, and most of the lags have disappeared. Now the game runs smoother, and the driving process becomes even more comfortable!

How do you like such technical breakdowns? Write in the comments!

To learn more about the upcoming City Car Driving 2.0, visit the game's Steam page!