The Most Satisfying Traffic Flow Video You'll Watch This Year Guaranteed!

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Biffa Plays Indie Games

Biffa Plays Indie Games

Күн бұрын

Testing the Traffic Capacity of the Top 30 Junctions & Intersections to provide the MOST SATISFYING Traffic Flow video you have EVER seen! Enjoy😀
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#citiesskylines #biffaplays #TrafficFlow

Пікірлер: 496
@BiffaPlaysCitiesSkylines
@BiffaPlaysCitiesSkylines Жыл бұрын
For those that want an actual vehicle count, just divide the final figure in half 😉
@JohnSmith-bk9iz
@JohnSmith-bk9iz Жыл бұрын
But, where the nodes are in the roundabout, a car could be counted twice, three times or four times. The nodes should have been just outside the roundabout.
@BiffaPlaysCitiesSkylines
@BiffaPlaysCitiesSkylines Жыл бұрын
@John Smith I grant you Ray the roundabouts might be off a bit. Nodes outside the roundabout? What do you mean?
@Stant123
@Stant123 Жыл бұрын
@@BiffaPlaysCitiesSkylines The nodes prior to the round-a-bout not the nodes actually on the round-a-bout. This way, like the other set ups, you only count each vehicle as it makes it's approach and leaving rather than triggering potentially three or four times as it runs around the round-a-bout. Edit: At any rate, it's been obvious for a while that round-a-bouts in game are not good high volume traffic solutions, but for neighborhoods, they're pretty awesome decorative pieces that raise land value and reduce noise if you detail them, so knowing how to set one up for good low volume flow is still somewhat advantageous over a generic 4 way intersection.
@sane9875
@sane9875 Жыл бұрын
@Biffa, I've always thought that the game lacks the realism of traffic when all vehicles travel the same speed and all ages of drivers travel at the same speed. We know that in real life , this is not the way....!
@CouchPotator
@CouchPotator Жыл бұрын
@@sane9875 TM:PE has a setting to vary driver behaviors, and I've noticed cars driving much slower on highways then surrounding traffic. Though I can't rule out the car just had a lower max speed.
@tHaH4x0r
@tHaH4x0r Жыл бұрын
Would have been cool to get a table with summary results at the end! Still cool to see the comparison.
@lukearts2954
@lukearts2954 Жыл бұрын
comparing the results would have been most interesting if each of them had been pushed to the saturation point, which only happened in the small intersections and small roundabout. The rest just showed the average number of vehicles spawned in 10 simulated hours... I would have loved to see a real efficiency comparison, but I guess that 2 days filming would not quite cover it. More like 2 *months* hahaha
@mikeh7299
@mikeh7299 Жыл бұрын
Or at the start and then would not have had to waste the time watching
@VinniePaul91
@VinniePaul91 Жыл бұрын
@@lukearts2954 All of the interchanges between 7:00 and 13:00 are the same interchange. So probably the same volume. And because none of them have weaving (lane is picked before entering and no changing on the interchange) you wouldn't see them saturated, any congestion that occurs would occur somewhere before the interchange where people pick the correct lane. For each of these single lane non-weaving interchanges the capacity would be the same because it's basically just determined by how much lane-changing happens right before it.
@blackrican00
@blackrican00 Жыл бұрын
Ok so which was the best road system to use? 🥴
@markwright3161
@markwright3161 Жыл бұрын
@@blackrican00 The 16 way complex interchange, even if it's just for someone's driveway :)
@Pystro
@Pystro Жыл бұрын
There's a problem with your methodology on measuring the traffic flow: The mod seems to count vehicles that pass through one of the monitored nodes. For most of your setups, this means counting every car twice, once as it comes into the interchange, and once as it comes out. However, if you place your monitored nodes on the nodes of a roundabout, all left turning cars pass through all 4 of those nodes, and get counted 4 times. And similarly, all cars that go straight get counted 3 times. Similarly, if you place your counting nodes on the central node of a 4-way intersection, ALL cars get counted only once. To count exactly all cars coming into plus all cars leaving these junctions, you'd need to place the counting nodes on the approaches to the junction, just as you did for the highway junctions. I.e. the "4 Way 4 Lane; No traffic lights" would actually have a traffic flow of 2*1243=2486 The "4 Way 4 Lane; Vanilla traffic lights" would actually have a traffic flow of 2*1508=3016 The "4 Way 4 Lane; Timed Traffic Lights + Asymmetric Roads + Dedicated lanes" would have 1834*2=3668 Which would put all of them well ahead of the "Large Roundabout (Vanilla)" which has a flow of somewhere around 2383*2/3=1589, And in one league with the "Large Roundabout (vanilla); Asymmetric Lanes + Dedicated Lanes + Give Way" which is around 5335*2/3=3557.
@Kenzi0815
@Kenzi0815 Жыл бұрын
That's the comment I was looking for - ty!
@johnboyer144
@johnboyer144 Жыл бұрын
obviously we don't know the details of how the mod works, but it would be good to have an option for UNIQUE vehicles so each car only gets counted once.
@neutrinissimo5118
@neutrinissimo5118 Жыл бұрын
Alternatively, to get the traffic flow of how many vehicles pass through the junction, you'd have to divide the "total volume" by the number of nodes a vehicle passes through on average. Assuming each of the three turning directions is equally likely for any vehicle, this means you'd have to divide the larger, more complicated intersections by two (vehicles are counted going in and out of the junction), the roundabouts by three (each vehicle passes through two, three or four "counting nodes", each equally likely, so three on average), and the four-way intersections not at all (technically, you'd divide them by one).
@Captain_DeSync
@Captain_DeSync Жыл бұрын
Thanks for writing this! I was going to mention the same thing lol. There is an older video from 2017 or something that tests a lot of junctions as well. That does it pretty well.
@gyratgoldenwing1637
@gyratgoldenwing1637 Жыл бұрын
Yeah it does seem if a vehicle passes through two or more junctions it gets counted more than once, thus skewing the accuracy of the mod. As is, it is a neat mod that can help provide more information about the junctions and interchanges, with a grain or two of salt.
@Pharenir
@Pharenir Жыл бұрын
This is a good start to actually measure how good any given traffic solution (TS) can handle traffic. The next step would be to include a traffic spawner type of building where you can send out specific volumes of vehicles to really test the limits of each TS. Say you want to test a 4 way kind of situation so you build each a traffic spawner and despawner at each of the 4 ends of the road and configure the spawners to spawn say 500 entities each. Each spawner will then send out 500 vehicles heading for a despawner. You now know that there are 4 x 500 = 2000 vehicles your TS needs to handle. This way you can test which solution will take the least amount of time to clear the traffic, when it will collapse due to too much traffic and how long it'll take to sort itself out afterwards. You could even go further if the spawner allows for more options. Say which kind of vehicle spawns how often (to test if longer vehicles like in an industrial area affect the TS differently than only private cars and taxis). Or how much volume should be send to each despawner etc. Hopefully the explanation is somewhat comprehensible.
@BiffaPlaysCitiesSkylines
@BiffaPlaysCitiesSkylines Жыл бұрын
I love that idea 👍
@jodinsan
@jodinsan Жыл бұрын
(Yeah science!) meme goes here
@EntropicTroponin
@EntropicTroponin Жыл бұрын
@@BiffaPlaysCitiesSkylines To add to this idea: if the mod could slowly increase the traffic spawn rate, you could slowly ramp up the traffic until traffic gets stuck on the intersection. Start at 100 cars per hour, 200, 300 etc... The breakpoint of the intersection is the most interesting.
@Warren_L.
@Warren_L. Жыл бұрын
Here are the results (divided by 2 for intersections and interchanges, by 4 for roundabouts): 227: Small roundabout 244: Small roundabout with asymmetric lanes, dedicated turns, yields 596: Large roundabout 621: 4-way 4-lane junction 754: 4-way 4-lane junction with traffic lights 917: 4-way 4-lane junction with timed traffic lights, asymmetric roads, dedicated turns 1334: Large roundabout with asymmetric lanes, dedicated turns, yields 2381: 3-way Y-pretzel 2578: 3-way highway intersection (vanilla) with lane math 2703: 3-way highway intersection (vanilla) with lane math, dedicated turns 2812: 3-way highway intersection (vanilla) 2989: 4-way Turbine 3179: 4-way Pinavia 3209: 4-way Full Diamond 3274: 4-way Parclo bypass 3281: 4-way Large Turbine 3281: 4-way Diverging Windmill 3282: 4-way Twisted Cloverleaf 3286: 4-way Quadfractal 3290: 4-way Windmill 3298: 4-way Twisted Full Diamond 3313: 4-way Infinity 3323: 4-way Pinavia Condensed 3324: 4-way Stack 3326: 4-way Stack (slightly different road arrangement) 3327: 4-way DCMI 3340: 4-way Twin Trumpet 3348: 4-way Inverted Cloverleaf 3382: 4-way Double Trumpet
@MrRaviden
@MrRaviden Жыл бұрын
Search for "Traffic flow measured on 30 different 4-way junctions" for real numbers ;)
@valonarious5399
@valonarious5399 Жыл бұрын
Double trumpet is the gold standard of all intersections now lol
@ThePastaManCan
@ThePastaManCan Жыл бұрын
incorrect.
@Redivna
@Redivna Жыл бұрын
I hereby formally request a 4-way Full Diamond interchange to be put into on of your builds. That interchange looks beautiful!
@BiffaPlaysCitiesSkylines
@BiffaPlaysCitiesSkylines Жыл бұрын
That would be cool!
@Apollorion
@Apollorion Жыл бұрын
@@BiffaPlaysCitiesSkylines Does that mean you accept the request?
@alinecruz3079
@alinecruz3079 Жыл бұрын
A diverging wind will would work really nicely
@alinecruz3079
@alinecruz3079 Жыл бұрын
Hope it’s not too big though
@alinecruz3079
@alinecruz3079 Жыл бұрын
Windmill*
@wmason1961
@wmason1961 Жыл бұрын
I like this. I would like each one tested to it upper limits. Most of them could handle much more traffic than was being generated.
@sharathvasudev
@sharathvasudev Жыл бұрын
ya after 6000 it was all basically same. it came down to the game engine and how much traffic it was generating
@danielgaron1908
@danielgaron1908 Жыл бұрын
Yup, I was about to post the same. Every one above 5k could handle much more. They need to be brought down to grid lock and then end count. That is where you can see the maximin load.
@VinniePaul91
@VinniePaul91 Жыл бұрын
@@danielgaron1908Hard to do. For all the freeway interchanges that were on here except the first, all the lane changing happens before the interchange, there is no lane interaction on the interchange, so any capacity limit is determined somewhere upstream where people pick their lane. The interchange itself will always have free flow (assuming there's no interchanges downstream). The only gridlock that can occur is *before* the interchange in a test like this.
@leeroberts1192
@leeroberts1192 Жыл бұрын
Next mod to be commissioned by Biffa, one that generates a s**tload of traffic at the entrances to the map, way, way more traffic than would be spawned in vanilla
@battlehawk77
@battlehawk77 Жыл бұрын
The only suggestion I would have for using this tool is selecting inbound or outbound nodes only, not both. The way you have it set up, you are counting each car twice. :)
@johnabo5516
@johnabo5516 Жыл бұрын
Interesting, but all it really showed was that the maximum load of cars supplied by the environment was around 7000 in 10:00 hours, regardless of interchange. To really test the capacity of an intersection/interchange, you‘d need traffic build-up on the incoming roads. In the video the incoming roads sometimes looked empty. But as always: Love your videos.
@VaughnReyneke
@VaughnReyneke Жыл бұрын
Surely on the highway measurement you should only measure all the entry ramps or all the exit ramps but never both as this would be counting the same vehicle twice? (Once while entering the junction and another count leaving the junction.)
@BiffaPlaysCitiesSkylines
@BiffaPlaysCitiesSkylines Жыл бұрын
Just divide by two 😉
@MorgorDre
@MorgorDre Жыл бұрын
@@BiffaPlaysCitiesSkylines Its not thar easy. If a roundabout also counts „cars staying on roundabout“ when you selected the inner nodes, you create number inflation. So a car would be counted in the incoming node, the passing node and the outgoing node. If the mod remembers which car was counted already then it would be fine.
@bobblebardsley
@bobblebardsley Жыл бұрын
This video needed more Biffa, I missed your voice sir ☺ Cool concept though and that last intersection/interchange/junction was crazy! Question about your traffic counter mod, it appeared to count some cars twice (I'd guess if they changed lanes at the node? Can't think why else it would be) so maybe that's something to take into account. I might be wrong though I was trying to spot how the totals changed when a single car went through and I may have just misread it. Very cool experiment, must have taken ages to set it all up, record and edit! Merry Christmas to you, the Biffam (that's a word now) and your editor 🥳🥳
@BiffaPlaysCitiesSkylines
@BiffaPlaysCitiesSkylines Жыл бұрын
Thanks it was a lot of work for me and elektrix 👍
@bobblebardsley
@bobblebardsley Жыл бұрын
Funnily enough I'm extremely time-poor this week so it was helpful for me that it's a slightly shorter video. And it is a very satisfying watch!
@davidmogg783
@davidmogg783 Жыл бұрын
Was just thinking that, yep needs more Biffa and a sip of tea at the half way mark 😉 But very mesmerizing video, very obviously involved a lot of work, good job! I'm motivated now to try building that beast at the end!
@oligarkhia1
@oligarkhia1 Жыл бұрын
I am pretty sure this video confirms what I always suspected, all free-flowing interactions with no points of conflict and proper lane mathematics (tm biffa) perform within a percentage point of each other (stack vs turbine, vs infinity loop, vs double diamond, vs inverted cloverleaf etc, etc) the next step is to include the cost of building and maintaining the road and total space taken up, that is the next dimension of efficiency! Thanks for putting all the work into this both of you,
@Channel-q7q
@Channel-q7q Жыл бұрын
You should do a video/small series where you stress test all the interchanges, I’d love to see some more chaotic biffa!
@BiffaPlaysCitiesSkylines
@BiffaPlaysCitiesSkylines Жыл бұрын
Noted!
@elliotsimpson3591
@elliotsimpson3591 Жыл бұрын
This DEFINITELY needs an in depth explanation. For example, this mod rewards/indicates good traffic layout, but a REALLY busy traffic intersection that doesn't move will show similar counts as small, or EMPTY, intersections with low car counts but are capable of moving. Maybe that could be in the next revision of the mod? How many vehicles are queue'd up for a given intersection, as an indication of the POTENTIAL traffic going through an intersection, and used as a gauge of efficiency? EG 1000 vehicles in queue but 0 moving indicates a blocked junction 1000 vehicles in queue and 1000 moving vehicles is a healthy interchange. Finally, that 16-way shouldn't be called "complex," that should be called an unholy traffic nightmare LOL!
@kleckerklotz9620
@kleckerklotz9620 Жыл бұрын
I think there is a bit of a flaw in the test setup. The numbers say nothing about the interchanges, because the results are almost the same. Every car goes through two junctions and in some cases even three. This is different from the junctions, where sometimes they only go through one. Also, the junctions suffer more, while the interchanges do not. If you want to judge the quality of an intersection, the load should be so high that just about any congestion occurs. The fact that the results are very close suggests only one thing - they only give information about the load or the maximum number of cars that the game spawns. I suspect that this tool is not very helpful in this test setup. But I can see why you're so excited, Biffa. It can help to find out the load of an intersection and thus the choke points.
@Kram1032
@Kram1032 Жыл бұрын
I think some additional stats could be quite helpful, especially if this were taken to be useful for real life: - total road length - build area (like a bounding box or a bounding circle or something) - number of layers (particularly relevant for that 16w ay monster) - ratio of raised or tunneled to flat pieces - total construction cost - number or merges (how often do you have to look out for other traffic to find your spot) - number of forks (how often do you have to decide what way to go) - number of forced interleaves (particularly relevant for cloverleaves) and the ratios of some of those various things compared to the resulting volume I know in the game the only two things that actually matter for these interchanges are volume and aesthetics, but it would be fun to see whether any patterns emerge from this.
@jimkats1
@jimkats1 Жыл бұрын
I like that most of those custom interchanges don't go much further than 6500, meaning that whichever you pick would work the same, and it's all up to how you like it visually looking :d Great video and mod
@nicholasorr6051
@nicholasorr6051 Жыл бұрын
I thought the same but then I saw another comment about the amount of traffic being generated. Is 6500 the upper limit for all those interchanges, or is that just the max traffic this map was generating to put through the interchanges in the first place??? I'm not sure how you would stress-test all of those and put the max amount of traffic through each one but that would probably be the next step. Regardless this is a cool concept (and looks like a great mod - hope we see a lot more of that one yet!) and thoroughly enjoyed the video. :)
@erikstenviken2652
@erikstenviken2652 Жыл бұрын
@@nicholasorr6051 he didnt had enough traffic to make this test. So the test is showing nothing.
@Dolthra
@Dolthra Жыл бұрын
Ah, I see we finally find out what the question on the discord about people's favorite steam workshop interchanges was about! On another note, I'm surprised at how well the vanilla large roundabout did. Especially with how it appeared to be at a total standstill in the footage. It still moved a surprisingly large volume of cars!
@BiffaPlaysCitiesSkylines
@BiffaPlaysCitiesSkylines Жыл бұрын
😁
@pb_powell
@pb_powell Жыл бұрын
So many of these intersections won’t definitely not work irl, it would confuse the hell out of everyone xD! Also the one who build that monstrosity of a 16 way complex intersection has way too much time on his hands, props for making it so nice symmetrical
@ryanmaris1917
@ryanmaris1917 Жыл бұрын
That 16 way interchange just makes me think of some of the roads I've had to drive around DC.
@Allen-fe1nq
@Allen-fe1nq Жыл бұрын
Which ones? I live here too
@ryanmaris1917
@ryanmaris1917 Жыл бұрын
@@Allen-fe1nq Don't remember, I just know the beltways can get crazy.
@Allen-fe1nq
@Allen-fe1nq Жыл бұрын
@@ryanmaris1917 They can absolutely!
@RH11THM
@RH11THM Жыл бұрын
I find the best fix for roundabouts in vanilla is to separate the entrances and exits, even with small roundabouts or single lane traffic. It's not perfect, but it does help reduce congestion from the default roundabout setup
@bladactania
@bladactania Жыл бұрын
A couple observations: 1. Most of the later intersecting could have handled a lot more traffic than what was shown. 2. Some intersecting seem to have a slightly higher throughput, but would collapse much more completely over that limit. A good example is the built in 3-way intersection. Adding dedicated turning planes and using lane mathematics made the volume lower, but both were running at less than max capacity. Overload the vanilla 3-way and you get gridlock,but the one with lane mathematics and dedicated lanes would continue to flow, even though they would continue to back up. This leads me to want to see a brain of the mood that enables you to overload the intersecting with super dense traffic and compare the flows then.
@canepaper967
@canepaper967 Жыл бұрын
It seems like roundabouts really perform best with moderate traffic, once you get traffic jams it performs only marginally better than a 4 lane junction. I recently started playing this game again and built a roundabout with an underpass down the middle so traffic going straight doesn't have to go on the roundabout, with sliplanes down the side for coming on. I don't know if it's difficult to visualise but you should test it, it worked wonderful in my city. Also a tunnel for pedestrians seems to improve it even more, mostly stuff I learned from this channel.
@SeanCameron
@SeanCameron Жыл бұрын
This is great, but it looked like it wasn't stress testing all of the interchanges, so I'm not sure that it really provides a comparison of the maximum flow rate before they degrade? I think that you might get more interesting numbers if you stress test by ramping up the traffic until it starts to degrade in throughput, and then backing it off to see how quickly it recovers.
@BiffaPlaysCitiesSkylines
@BiffaPlaysCitiesSkylines Жыл бұрын
There's a mod to increase traffic but I'm not sure it still works, but worth a test again 👍
@Eont
@Eont Жыл бұрын
A nice addition would be a "Traffic per Minute" (TpM) value that checks how many vehicles pass through within a minute.
@leeblackadder3653
@leeblackadder3653 Жыл бұрын
That last one is the chaos I hoped for. Spaghetti junction eat your heart out
@bohs2000
@bohs2000 Жыл бұрын
good stuff. more traffic to test the limits.moooooooore!
@darkcoolcat
@darkcoolcat Жыл бұрын
So as long as your building a 4 way intersection with lane mathematics (no crossroads or roundabouts) your going to get the same steady traffic flow though, so it's really about which intersection fits best or looks best for your city, cause basically they all pretty much let the same traffic through.
@justinboggin9086
@justinboggin9086 Жыл бұрын
That was my takeaway too. Towards the end they were pretty much just within margin of error of each other.
@Pystro
@Pystro Жыл бұрын
Except in cases where a single lane turning ramp can't handle all the traffic, but firstly, the traffic flows stay the same for all interchanges in this test and secondly, that just means that you have to upgrade the number of lanes.
@canepaper967
@canepaper967 Жыл бұрын
Yes, but I would argue a roundabout is still better for low to medium traffic because you have no traffic lights.
@lordraven2264
@lordraven2264 Жыл бұрын
I use the vanilla cloverleaf to make a windmill, but it isn't like the one you posted. I like to put the "left turn" into the center, giving an extra node for traffic to pick a lane before the next merge. Lane math brings it from a 3-2-3-4-3. Since I use the vanilla clover as a base, the footprint is exactly the same size. I have never seen it fail.
@christophb9684
@christophb9684 Жыл бұрын
Hopefully we will see some of the fancy intersections in your next builds. It seems like that your traffic creater mod is limited by around 6500 to 6700. it would be interesting to see how much the intersection can really take. May you find a way to increase the traffic and check what is possible and compare it against necessary space per intersection. From this comparison you can make an overview what is the most efficient setup to take a huge amount of traffic. Because it seems like in the beginning the cross section with traffic lights can take more or less the same traffic like a smaller round about, which need much more space. So from a space and a build costs point of view an intersection with traffic lights is more efficient then a smaller roundabout. Maybe there are other surprises we don’t see directly on the first view. Maybe it’s a bit to scientific but it would be fun too.
@FlorianBuchholz1
@FlorianBuchholz1 Жыл бұрын
Cool intersections, but I fell asleep during the middle there. I also need some holidays
@IsaiahWells
@IsaiahWells Жыл бұрын
10,000 likes! Let's go! I like it!
@TridonsEve
@TridonsEve Жыл бұрын
"Were there any surprises?" Yeah, the final interchange the size of small country did catch me a bit off guard indeed.
@DerUberMeh
@DerUberMeh Жыл бұрын
Practical or not, some of these just look dang neat
@dogg1
@dogg1 Жыл бұрын
That was relaxing video and the mod is already very useful as is! I'd love to see the tool get some upgrades though, so we could see some more information. Like how big portion of cars go from direction A to direction B since with wild interchanges directions often are not balanced. It would make it extra easy to see between what the most traffic goes to especially if the traffic is smooth but heavy to all directions at the moment of inspection and before disaster. Additionally, removing the double counting from the mod would be nice. I'm lazy especially during holidays and don't do maths even if it is as simple as division by 2🙈
@LegallyTrash
@LegallyTrash Жыл бұрын
Biffa went full RCE at the end. That was definitely engineered. No architecture involved.
@upstatedrifter1515
@upstatedrifter1515 Жыл бұрын
Thanks for the interchange ideas. Other than that the differences are so minimal I don’t really see a need to monitor efficiency. It’s a cool mod regardless
@JETZcorp
@JETZcorp Жыл бұрын
Wonderful video! The only omissions I'm really missing is the continuous-flow intersection and diverging diamond interchange. We went quite rapidly from some pretty basic street intersections into a long series of really really good no-conflict highway interchanges. It's a bit thin on the middle ground: really beefy street intersections, and service interchanges.
@epsilon_lt_0
@epsilon_lt_0 Жыл бұрын
This was quite interesting. But I think, the differences in the results of all the 4-Way Intersections come mainly from randomness. To get an intersection fast, you have to think of a few important things: 1. lane mathematics, 2. dedicated lanes and 3. don't put merging before spliting. The later concept is the problem of a regular clover-leaf intersection where the streams of cars cross each other. As far as I can see, every 4-Way intersection presented here (apart from the mere crossroads) pays attention to those three points. From a mathematical point of view one would say they are all topologically similar to each other. But I would like to know whether and how one can use this mod to analyze the traffic in our cities.
@anmol89
@anmol89 Жыл бұрын
Apart from the standard roundabout, 4 way Pinavia Condensed and 3 way Y-Pretzel seem like the only interchanges that allows a vehicle to take a u-turn and head back to the direction it was coming from. Which in my view is a better option for real world application
@Fogolol
@Fogolol Жыл бұрын
yeah there's nothing worse than missing your exit then having to find some way to go back
@seanhayes9056
@seanhayes9056 Жыл бұрын
That last interchange looks like something RCE would make.
@Jim.Hummel
@Jim.Hummel Жыл бұрын
Biffa vs. @YUMBL ...the gloves come off for the Ultimate Intersection Challenge of the Millenia !!!!!!!!!!!
@chriswoolvin7284
@chriswoolvin7284 Жыл бұрын
A TLDR at the end would be nice, like a graph or something?
@vladimirmijatovic4171
@vladimirmijatovic4171 Жыл бұрын
I thought nothing can beat large turbine interchange, but then there's this :D
@Shatari
@Shatari Жыл бұрын
Man, the 4 way Pinavia would be perfect for placing in the middle of a city, because you could put a nice park right in the middle of it.
@Cowtipper4957
@Cowtipper4957 Жыл бұрын
We need some of these in Vanilla ASAP! Please launch a Content Creator Pack!
@minotaursgamezone
@minotaursgamezone Жыл бұрын
Towards the end, some of the best intersections are limited by the small amount of traffic coming in to them so it would be cool to see the maximum number of cars that could flow through each intersection (as we are not seeng how good they really are)
@jayayerson8819
@jayayerson8819 Жыл бұрын
I am a little disappointed, as the fact that many of these intersections had comparable throughput shows that the stress testing is insufficient. It is hard to tell which of these interchanges would result in genuine improvements over others in a high-traffic situation. I would recommend comparing cut-down versions of these (reduced lanes where possible, shortened sections for increased merging), and it would be good to see side-by-side comparisons for scale. For those horrifying situations where you have *wayyy* too much traffic and nowhere to put a nice freeway interchange (because actually there's a train line running underneath and a metro line on top). Biffa also missed some of the best uses of this as it currently stands: service interchanges and complex intersections. - The SPUPclo (a 2-phase light cycle cross between the parclo and the single point interchange) - The Michigan Left (a 2 phase, 3-light linear intersection system where a left is composed of a right and a U-turn or vice versa, each movement at lights) - The at-grade DDI - The classic diamond, 2-level roundabout, and single-point (SPUI) - Swindon Magic Roundabout and variants and last but not least, the traffic-light riddled spaghetti junction. Whose traffic fails at system interchanges? If that's your problem, this is not the tool you need.
@lordfaladar6261
@lordfaladar6261 Жыл бұрын
can you add a travel mug to your merch? I'd love to have one to show off at the hobby
@edwardmiessner6502
@edwardmiessner6502 Жыл бұрын
15:11 to 15:57 So Cities Skylines finally has a Texas interchange! 😆😈
@EreaserNL
@EreaserNL Жыл бұрын
Kinda reminds me of Real Civil Engineer playing "free ways", but in that game the cost of concrete is also included in your final score. Also feel like you could pump up the amount of vehicles and then some junctions would struggle more (like some clover designs)
@Gary87
@Gary87 Жыл бұрын
i don’t even play cities anymore yet i still watch! Biffa is an addiction 😂
@BiffaPlaysCitiesSkylines
@BiffaPlaysCitiesSkylines Жыл бұрын
👍😁
@TariqAlkh77
@TariqAlkh77 Жыл бұрын
It lulled me to deep sleep. Not because boring ; it was very informative on the contrary for the part I was mesmerized by. But they hypnotized me into slumber midway. I'll have to watch again...AWAKE.
@BiffaPlaysCitiesSkylines
@BiffaPlaysCitiesSkylines Жыл бұрын
🤣
@davidmunoz8171
@davidmunoz8171 Жыл бұрын
I am convinced the 16-way interchange is implemented in Dallas, TX between i30 and i35E. Bunch of spaghetti lanes but somehow works.
@mrxmry3264
@mrxmry3264 Жыл бұрын
gotta test my optimized cloverleaf with this mod. it may not look as neat as some others, but it works. and unlike the vanilla cloverleaf even when it is completely jammed up, it recovers within minutes (real time) once the reason for the jam is removed.
@lindaferguson2640
@lindaferguson2640 Жыл бұрын
This is interesting, but there is a couple of things I would like to know/include in those stats. One is how long it take to traverse the junction/interchange and to be honest most of those aren't used inside a city, more on the outskirts or between 2 regions. In one of them junctions there was a broken node that was holding up traffic (slowing it) that would have affected the numbers leaving the junction over time. I am pretty useless at building intersection/junctions and can't use many on steam as they are specific for left hand drive - where I build right hand drive as that is what I'm used to, so would love a builder to create a few of those bigger interchanges with thoughts of those who use right hand drive. (hint hint to the builders out there)😁 The other thing I really would like to be highlighted here is that there is a lot of talk about the junction/interchange but I haven't seen anyone explaining and using examples of where the different intersections can be the most effective in what circumstances. As an example I have never seen a diverging diamond interchange and it makes no sense to me so I never use it as it's counter-intuitive to my experiences. Also the testing used is based on a high traffic dual carriageway highway which a lot of intersections aren't designed to cope with which gives a false perception on where/when to place or use these. Enjoyed the basic idea as an interesting concept but not so sure of it's usefulness, sorry Biffa.
@zergintrest
@zergintrest Жыл бұрын
Omg I wanna drive that last one in real life
@carriegarrisonvos4433
@carriegarrisonvos4433 Жыл бұрын
Like the idea of this mod and it was relaxing to watch let alone great music with it! I look forward to seeing more about it. I'm not a techy person so if it needs other things or adjustments, I leave that to you techy people 😁 Missed hearing you though!!!
@BiffaPlaysCitiesSkylines
@BiffaPlaysCitiesSkylines Жыл бұрын
Glad you enjoyed it!
@curtisdrago
@curtisdrago Жыл бұрын
The music is a good touch.
@restcure
@restcure Жыл бұрын
The words that I heard: "owner of a lonely heart" over & over & over & ...
@iancooper7772
@iancooper7772 Жыл бұрын
Even taking pystro's comment into account (or kind of ignoring because I'm not sure its relevant to the upper figures), but the 3 way intersection would appear the most efficient, as it only as 3 lanes coming in, to all later junctions 4. So the 4 way junctions all have an added input that would mean they'd need to be registering around 7400 to be as efficient.
@TheDangerMice
@TheDangerMice Жыл бұрын
Very interesting to watch. Needed a little summary table or chart at the end
@32bitintiger999
@32bitintiger999 Жыл бұрын
16:01 most certainly the last one
@dominik6602
@dominik6602 Жыл бұрын
Results of 4 way double trumpet look goo.. WHAT THE HECK IS THAT BEAST OF AN INTERCHANGE
@Drakkart
@Drakkart Жыл бұрын
Actually your readings are off, since you counted traffic double or even worse on some of the interchanges falsifying the total amount a intersection can handle. i.e. 5:11 913 at the bottom and 937 on top right now the cars driving straight up make both of those counters increase basically counting double. Besides that thanks for sharing them mod with us.
@gurge4420
@gurge4420 Жыл бұрын
What I learned from this video: (This is just my opinion) - Roundabouts suck - TM:PE adjustments always help - If the traffic from every direction has a dedicated slip lane to every other direction, the flow figure is always around 6500 - That 16 way interchange at the end fills half of your map 🤣
@BiffaPlaysCitiesSkylines
@BiffaPlaysCitiesSkylines Жыл бұрын
It's huuuuuuuuuuge
@Awen24
@Awen24 Жыл бұрын
The only issue I can see with this is... There seems to be something of a limit on how many cars could conceivably pass through each of these interchanges, as the flow is relatively light. Given that traffic issues are usually a question of bandwidth and throughput, (or inversely, disruption of flow due to bad design) it would be good to see more cars coming through at once, to really stress them out and see how they all hold up. As it is, once you got past a flow rate of about 3000 cars in 10 hours there was no backing up on really any of the interchanges at all, which makes me wonder whether the differences between, say, the parclo and the turbine were statistically relevant. It feels like they weren't. Maybe I'm missing something...?
@32bitintiger999
@32bitintiger999 Жыл бұрын
You are probably right (:
@dpaws6325
@dpaws6325 Жыл бұрын
Wow, some of these intersections I never even knew existed!!! I need to use some of these in my cities. Thanks for this!
@BiffaPlaysCitiesSkylines
@BiffaPlaysCitiesSkylines Жыл бұрын
Any time!
@JonathanHarvell
@JonathanHarvell Жыл бұрын
The fact that a majority of the interchanges had nearly identical scores seems to indicate there were not enough cars being spawned. Admittedly, watching the traffic move smoothly was awesome, but these don't accurately represent the maximum throughput of most of them.
@homietclown
@homietclown Жыл бұрын
Woo Hoo like number 1.5K!
@BiffaPlaysCitiesSkylines
@BiffaPlaysCitiesSkylines Жыл бұрын
Thankyou 😁👍
@TS_Mind_Swept
@TS_Mind_Swept Жыл бұрын
"16 way complex interchange" Question is, which complex it got? 🤪😂😂
@youtubeaccount1233
@youtubeaccount1233 Жыл бұрын
didnt expect this kind of content from Biffa! this is great!
@uar99
@uar99 Жыл бұрын
Everyone seems to be picking up on cars being counted twice, I just want this mod to be able to do my own research. As long as the amount of vehicles entering the actual map are consistent, and the time of the sample is also consistent (both of which in this video are), then the actual numerical value of the results are arbitrary. I just want to know if similar interchanges, an example is a pinwheel and a contraflow, are similarly efficient. Obviously in those two, you take into account the foot print so likely even if a pinwheel is more efficient flow wise, that might not make it more efficient for a city. But how about the vanilla 3 leg directional vs a trumpet? This mod would also really help to stress test different configurations for intersections. Which direction do you put a partial cloverleaf stack when one highway has twice the volume? This mod could honestly be a game changer for a lot of people to learn complicated mechanics of the game, and, let’s be real, hypothetical real life.
@dsmeira
@dsmeira Жыл бұрын
Who wants to see Biffa actually apply the last one on an actual city in a functioning manner👀
@BiffaPlaysCitiesSkylines
@BiffaPlaysCitiesSkylines Жыл бұрын
😬
@RaccoonCube
@RaccoonCube Жыл бұрын
The last one is definitely a Sonic level... I swear I saw a goal post in there, lol
@PabloBD
@PabloBD Жыл бұрын
great video, i was expecting a final list with the ranking at the end!
@wetfutzi
@wetfutzi Жыл бұрын
With all the new DLCs, are you planning on revisiting old cities?
@BiffaPlaysCitiesSkylines
@BiffaPlaysCitiesSkylines Жыл бұрын
Watch this space later this week 👍
@Curri95
@Curri95 Жыл бұрын
This is the most cursed and blessed video of Cities I've ever seen
@bmanske1
@bmanske1 Жыл бұрын
Thanks for sharing the link to the interchanges on Steam. Now you need to apply lane mathematics on them and rerun them with the mod updates for unique vehicle counts and have results ordered in a nice-looking table at the end of the video. Make sure you package up the new interchanges with lane mathematics and make it available as a download as well. And I want it by Friday. 🤪 I'm only joking!...only...joking...😵‍💫
@hansw15
@hansw15 Жыл бұрын
the 4 way windmill at 10 minutes is missing 2 Road segments in the middle, and the cars are driving across the grass XD
@ecavii
@ecavii Жыл бұрын
So, basically the only actual difference between highway interchanges is their aesthetic? Nice to know!
@rabbiezekielgoldberg2497
@rabbiezekielgoldberg2497 Жыл бұрын
Spaghetti and meatballs interchange
@timvandiggele3164
@timvandiggele3164 Жыл бұрын
Love this
@bradbhd
@bradbhd Жыл бұрын
cool vid - numbers always make it easy for me to 'see' whats going on. Ymble will have a lot of fun with this!
@BiffaPlaysCitiesSkylines
@BiffaPlaysCitiesSkylines Жыл бұрын
Thankyou 😁👍
@OBDamned
@OBDamned Жыл бұрын
This is great at 2x speed. Nevertheless its great to see so many different styles would like to see some in a biffa city
@theoriginalbuggins
@theoriginalbuggins Жыл бұрын
Well, what this showed was that there are a number of interchanges that are effectively transparent at these traffic loads. Any system is limited by the bottleneck, that point in the system where the available capacity is less than the demand placed on it. For most of these, it looked like the demand was around 6,600 and the interchange handled it. For the crappier ones, they couldn't handle it, so the traffic was backing up. A better test would be to crank up the demand--the number of vehicles flowing into the system--until the interchange failed to handle it and started to back up.
@ratkeller9608
@ratkeller9608 Жыл бұрын
little clips of your intersections would be perfect for low budget movie productions who couldn't afford the vehicles or stuntmen for an actual accident scene.
@SHREYASGAURAV
@SHREYASGAURAV Жыл бұрын
6:47 - 15:07 That's my man Ravi! Brilliant work buddy! Pity you didn't get a shoutout in the vid :(
@gabiballetje
@gabiballetje Жыл бұрын
A lot of these intersections are basically the same with just slightly different layout. And the numbers show it. Some would have problems with more heavy traffic sooner than others, but the difference will not be big i think. DO 1,5 times the traffic and you'll see differences coming up. In some cases i also thick just the length of the roads might matter with the count, the more shorter ones maybe just a few more cars will have finished their journey as compared to the ones with longer roads.
@juliahenriques210
@juliahenriques210 Жыл бұрын
The most interesting thing in this video was demonstrating that the game generates traffic at about 330 vehicles per in-game hour. Nice to know.
@luis4ever887
@luis4ever887 Жыл бұрын
And when the last interchange is not handling the traffic, just add more lanes, bridges and tunnels; that's what you're supposed to do in a car-friendly society, not reducing lanes and providing buses or trams, or God forbid, pedestrian areas. Long live cars!
@Holsp
@Holsp Жыл бұрын
I don't know how you spawn in those cars, but if you don't correct the numbers if you have a spawner of sorts. Then the three road designs (like the 3-way intersection) will spawn fewer cars than a roundabout which has four spawn roads for example.
@MrVeeBlog
@MrVeeBlog Жыл бұрын
Thanks for not using that annoying music for this demonstration. Good video.
@BiffaPlaysCitiesSkylines
@BiffaPlaysCitiesSkylines Жыл бұрын
You're welcome
@Agraze
@Agraze Жыл бұрын
Thumbnail caught my attention quality of video kept me
@BiffaPlaysCitiesSkylines
@BiffaPlaysCitiesSkylines Жыл бұрын
Thanks for the feedback, much appreciated 👍😁
@shilohholtzman7988
@shilohholtzman7988 Жыл бұрын
That last one was RCE level
@GingerZero
@GingerZero Жыл бұрын
Biggest surprise is the lack of disclosure around the testing methodology. How do you send the vehicles? What vehicle count? Vehicle mix (trucks, motorbikes, cars, bicylces and pedestrians)? How is it counted, number of vehicles in, or out, or a combination to also count the number of vehicles still inside the intersection? Honestly, while this was a cool timelapse, there is potential for much better information about the interchanges and intersections presented. The thing that shocked me most is that despite doubling the number of highways in the last monster interchange, we only see a 35-ish% increase in traffic... Something's very wrong there. I'd llike to see a re-run of the experiment with more closely controlled and monitored variables around the generated traffic
@BiffaPlaysCitiesSkylines
@BiffaPlaysCitiesSkylines Жыл бұрын
I forgot to post a comment about how I did the test. The intersection was set up, the traffic was cleared entirely and then the game started. As soon as 1 vehicle had arrived from each direction I started the test.
@onemanzu
@onemanzu Жыл бұрын
I don’t know if this is working the way that you said it is, especially for the small, large roundabout and the intersection. It appears that the counter registers any car that goes through, which means that in the studies with the highway all the cars were being counted twice, on entry and exit, the video as shown has the counter for cars at the intersection in the center, one count. The counter for the roundabout had it at the junctions, could be more than 2 count if they got three exits. Maybe adjust the study and run those again? Have the same highway come into counting nodes and then into the test by narrowing down to the road types you were testing? I acknowledge the volume will be less, but it appears as though you’re comparing different fruits.
@jaydubz8117
@jaydubz8117 Жыл бұрын
I near had a heart attack when I saw that 16 way interchange! 😳
@jessierude5879
@jessierude5879 Жыл бұрын
Holy crap! You made the Highway system around Seattle Washington for your final exchange???
@CJLloyd
@CJLloyd Жыл бұрын
Eeeeexclllent! I can imagine a lot of other Skylines-tubers will be very happy about this mod. Totally time for a collab with YUMBL. :D
@astrorighteous1953
@astrorighteous1953 Жыл бұрын
Once the African content packs come out, please do a desert map and call it Hugonda. Then make it unlimited funds and over build the road network by adding all kinds of high flow intersections, like continuous flow intersections, diverging diamond interchanges, and other mass traffic eaters, regardless of their necessity.
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