OFFICIAL REQUIREMENT CHECKCities: Skylines II
Cities: Skylines II
× GeForce RTX 4070 Super
How the NVIDIA GeForce RTX 4070 Super compares with the minimum and recommended graphics cards that the publisher lists for Cities: Skylines II.
NVIDIA · Desktop12 GBAda Lovelace
FrameScope does not include measured FPS yet. This verdict is estimated from the publisher's official requirements and published hardware specifications. How the estimate works
Estimated from official requirements: meets the recommended GPU
12 GB of VRAM, more than the official recommended 10 GB.
The engine matches the official GPU lines to reference models, compares their relative tier scores with the NVIDIA GeForce RTX 4070 Super, and checks the VRAM figure. "Clearly above" means at least 1.5 times the recommended tier score. The result says where this card sits relative to the publisher's lists; it does not predict a frame rate.
| Item | Minimum | Recommended |
|---|---|---|
| Official GPU | Nvidia® GeForce™ GTX 970 (4 GB) | AMD® Radeon™ RX 480 (8 GB) | Nvidia® GeForce™ RTX 3080 (10 GB) | AMD® Radeon™ RX 6800 XT (16 GB) |
| Matched reference | GeForce GTX 970, Radeon RX 480 | GeForce RTX 3080 10GB, Radeon RX 6800 XT |
| VRAM stated | 4 GB | 10 GB |
| System RAM | 8 GB | 16 GB |
Resolution and settings: what the requirements do and do not tell you
- Publishers rarely state which resolution and preset their recommended specs target. Many aim at 1080p, but check the game's store page or patch notes before assuming so.
- Moving from 1080p to 1440p or 4K raises the number of pixels the GPU has to render and usually the VRAM in use, so a card that only just meets the recommendation has less room at higher resolutions.
- Upscalers (DLSS, FSR, XeSS) render at a lower internal resolution. Quality mode is the usual starting point when you want a higher output resolution.
- VRAM is above the official recommendation, so texture quality is unlikely to be the first setting you need to lower. Watch for stutter in the largest areas and adjust from there.
- Shadows, volumetric effects and ray tracing are usually the heaviest options. Lower them one step at a time and compare in the same scene.