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

preview_player
Показать описание
Testing the Traffic Capacity of the Top 30 Junctions & Intersections to provide the MOST SATISFYING Traffic Flow video you have EVER seen! Enjoy😀

👍HOW TO SUPPORT ME:
===============================

🖇LINKS FOR INTERCHANGE TESTS:
===============================
➤Interchanges:
➤Interchange Testing Map:
➤Traffic Study Mod:
Coming Soon!

💪Purchase STEAM KEYS for the NEW DLC & Creator Packs here:
===============================
- CITIES SKYLINES FINANCIAL DISTRICTS & CITIES SKYLINES MAP PACK 2:

👁Series Mods & Assets Collections & Playlist:
===============================
➤Collaborinha Map by Alley Cat, E6GSY, Ingenium, quirkygeekgirl, Random5 and Snakus:

➤"Start a New City Like a City Planning Pro" Steam Workshop Collection:

💪WHERE TO FOLLOW ME:
===============================
➤Twitter: @biffa2001

❗IMPORTANT INFO:
===============================
➤Cities Skylines - Financial Districts DLC:
➤Cities Skylines - Map Pack 2:
➤All Music from Epidemic Sound

Putting my 10+ Years of City Building Experience into providing the Ultimate Beginners Guide to Planning & Building your First or Newest City in Cities Skylines. Enjoy my Cities Skylines Financial Districts and Cities Skylines Map Pack 2 Gameplay!

👓PLAYLISTS:
===============================
- Cities Skylines - Biffalo Countea (Plazas & Promenades 2022)

- Cities Skylines - Plazas & Promenades DLC

- Cities Skylines - Mississipatea (USA Themed Modded Build 2022)

- Cities Skylines - Blightea-on-the-Wold (British Themed Modded Build 2022)

- Cities Skylines - Antarcteaca (Vanilla/Hard Mod/No Mods/Snow)

- Cities Skylines - New Tealand (Modded)

- Cities Skylines - Teaport City Build

- Cities Skylines - TeaVille City Build

- Cities Skylines - FIX YOUR CITY

- Cities Skyline Natural Disaster Comedy Short
"DISASTER STRIKES LONDON!":

#citiesskylines #biffaplays #TrafficFlow
Рекомендации по теме
Комментарии
Автор

For those that want an actual vehicle count, just divide the final figure in half 😉

BiffaPlaysCitiesSkylines
Автор

Would have been cool to get a table with summary results at the end! Still cool to see the comparison.

tHaHxr
Автор

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.

Pystro
Автор

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

Warren_L.
Автор

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.

Pharenir
Автор

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.

johnabo
Автор

I hereby formally request a 4-way Full Diamond interchange to be put into on of your builds. That interchange looks beautiful!

Redivna
Автор

nice vid Biffa
I also saw some people wanting a summary of it all, so:

Small Roundabout (vanilla) 908
Small Roundabout (vanilla AL+DL+GV) 977

4 Way 4 Lane Junction (No TL) 1243
4 Way 4 Lane Junction (Vanilla TL) 1508

4 Way 4 Lane Junction (TTL+AR+DL) 1834
Large Roundabout (vanilla) 2383

3 Way Y-Pretzel Interchange 4763
3 Way Interchange (vanilla LM) 5156

Large Roundabout (vanilla AL+DL+GV) 5335
3 Way Interchange (vanilla LM+DL) 5407

3 Way Interchange (vanilla) 5625
4 Way Turbine 5978

4 Way Pinava 6358
4 Way Full Diamond 6418

4 Way Parsio Bypass 6549
4 Way Quadfractal 6572

4 Way Turbine (large) 6563
4 Way Diverging Windmill 6562

4 Way Twisted Cloverleaf 6565
4 Way Windmill 6581

4 Way Twisted Full Diamond 6596
4 Way Infinty 6627

4 Way Pinava Condenesed 6646
4 Way Stack Interchange 6649

4 Way Stack 6652
4 Way DCMI 6655

4 Way Twin Trumpet 6680
4 Way Inverted Cloverleaf 6697

4 Way Double Trumpet 6765
16 Way Complex Interchange 7149

Cagnazu
Автор

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.

wmason
Автор

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.)

VaughnReyneke
Автор

Your traffic management videos are what prompted me to try Citirs: Skylines in the first place. While I've grown fond of most aspects of the game as a world-builder, I always enjoy treating it as a traffic simulator.

slosubies
Автор

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. :)

battlehawk
Автор

Two comments and a thoughtful suggestion:
1) AWESOME potential for that mod! Want to see more of it, for sure!
2) For all of the big interchanges, the mod was clearly just measuring how many vehicles were being sent and not how many they could handle. This is quite evident in how close those mid results were (almost all in the mid 6000s), and none of those systems in question ever became overloaded or stressed. Anyone who has used many of those types of interchanges knows quite well that their *max* capacities while still maintaining adequate flow are in reality quite different - some maintain flow rather admirably when overloaded and some *completely* lock up. I think any intersection/interchange tested with this mod should have enough vehicles thrown at it that at the very least it *starts* to struggle with maintaining good traffic flow - only then will we be able to see what the REAL results would be
3) Perhaps a future update of the mod could count not just the pure number of vehicles passing through each node, but maybe also count the "max time between two set nodes" (or max time IN a set node if that's possible) to better gauge the true capabilities of the intersection. For example, the last version of the roundabout outperformed the first version of the three-way interchange in this video. This being despite the roundabout having cars backed up and waiting for quite some distance in every single direction - it was definitely at it's limit of the volume it could handle. Conversely, the three-way in quesiton had absolutely no backup at any of it's nodes and clearly could have handled a lot more vehicles before starting to fail - which to me is a much better indicator of true flow. So maybe with my suggestion for a mod enhancement the mod might output something like: (v) 5335 & (tmax) 115 seconds for the roundabout and (v) 5156 & (tmax) 3 seconds for the three-way interchange. Yes, I just made up numbers for max time in those scenarios for illustrative purposes, but when running comparisons it could give a better feel for the true capability and "flow" of the intersection

leftcoastfunk
Автор

This video needed more Biffa, I missed your voice sir ☺ Cool concept though and that last 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 🥳🥳

bobblebardsley
Автор

some of the vanilla ones did way beter than I expected

Sweden
Автор

That 16 way interchange just makes me think of some of the roads I've had to drive around DC.

ryanmaris
Автор

This was already reasearched on reddit a couple years ago (search for "Traffic flow measured on 30 different 4-way junctions").

For sure the different intersections differ in throughput, so my guess here is that the traffic is probably too small to actually measure the real throughput (so it measures only part of it).

MrRaviden
Автор

Cool intersections, but I fell asleep during the middle there.
I also need some holidays

FlorianBuchholz
Автор

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,

oligarkhia
Автор

Wishing you and your family a happy holiday and a happy new year.

petery