Thanks for the explanation, Andy!
Yes, thanks Andy!
Love the details, very interesting.
Thanks for the explanation, Andy!
Hey everyone,
I've spoken about optimisation and Planet Coaster quite a bit before, so I won't repeat everything I've said about this in the past. Suffice to say we are still making optimisations, but there aren't any giant areas of optimisation remaining - the short answer is a game like Planet Coaster and it's piece by piece construction is a difficult task to tackle.
The topic of recommended and minimum specs is difficult, partly because we have people who play in many different ways. We set our minimum and recommended specs at what we believe to be appropriate levels. I'm aware some people will disagree with this, but we do have some data to work with. When we add a new set of scenarios to the game, we will produce what we consider to be a good solution to it - one that fulfills all objectives. We test these on our minimum spec machines (and sometimes on machines below our min spec too), where they must achieve a framerate of consistently greater than 20fps - in reality after map optimisation and code optimisation during an update the framerate these achieve is much higher . I know this is low, but quite frankly Planet Coaster isn't a twitch-gaming experience, and we believe you can still have a lot of fun with the game on older hardware.
We've done our best to make the game run as well as we can on lower spec machines, but we rely on users to be the limiting factor on performance. We strongly feel that throwing any kind of limits on object counts or complexity isn't really within the spirit of Planet Coaster. So we won't stop you building if your framerate hits 30fps - we leave you to decide what is an acceptable level of performance for your current plans. We also frequently test larger parks on a variety of machine specifications, and are always looking for the possibility to upgrade.
In summary, we're aware that you're not going to be able to build a massive park on minimum specs, but our recommended specs are broadly similar to the machines we develop Planet Coaster on here at Frontier, and we really feel you should be able to get a good experience on them.
Cheers
Andy
This is what I'm wondering, are all the devs' dedicated optimization efforts futile because Cobra itself is the problem and Frontier's committed to Cobra? [cry]This has to be a limitation of the Cobra engine itself? Other games in similar genres don't have this much of an issue with optimizations and FPS drops. We also had similar issues with RCT3 using the same engine.
This has to be a limitation of the Cobra engine itself? Other games in similar genres don't have this much of an issue with optimizations and FPS drops. We also had similar issues with RCT3 using the same engine.
Thanks for answering the question though!
This has to be a limitation of the Cobra engine itself? Other games in similar genres don't have this much of an issue with optimizations and FPS drops. We also had similar issues with RCT3 using the same engine.
Thanks for answering the question though!
What other games with the graphical quality of PC and allows you to place as many objects in a single map that doesnt have this much issues with optimizations and FPS drops are you speaking of?
Cities Skyline, Minecraft, Sim City, Parkitect, The Sims, etc, etc
Cities Skyline, Minecraft, Sim City, Parkitect, The Sims, etc, etc
Cities Skyline, Minecraft, Sim City, Parkitect, The Sims, etc, etc
So, are there other games in which you can build almost whatever you want using dozens/hundreds of different pieces, on different grids, and with hundreds of guests being (semi-)simulated, plus (semi-)physics simulation for a dozen coasters? Including real-time reflections, global illumination and day-night cycle? RCT3 had the same problem because it's closer to PC than any other game in terms of those features.
If you say Minecraft or Space Engineers, those games use voxel cubes to build things, which are then merged. They also don't have a lot of AI (or any) and limited physics. Otherwise, SE has the same issues with lag as PC.
If you say Cities Skylines, all assets are optimised and the simulation is not even close to PC. Yet, with a high enough population and large enough city, the FPS also decreases rapidly.
Even if it's a limitation of the engine, how would you solve it? There is no other game engine out there that can do this better. If Frontier decides to develop a new engine specifically for PC2, it can probably take another ten years before the game is finished to make it exactly as everyone expects now (it's rare that all expectations are met when it takes that long).
As I suspected you would say. Those games are not even close in comparison. And except Parkitect, none of those games are the same genre. And Parkitect does not have the same graphical fidelity or simulation quality as PC, not even close.
I'd be interested to see someone do an accurate comparison between CS and Planet Coaster as they will soon find that quite a bit of what's on the Workshop isn't optimised and is quite high poly. Take it from someone who plays CS alongside Planet Coaster.
I've a feeling that Parkitect's simulation is more limited when it comes to guest simulation as they don't do as much.
As for the HW expensive parts a lot of that is guest related - the game needs to be able to track group thoughts and actions as well as staff thoughts/actions.
Shane
Technically the simulation does include quite a bit of decision making (buying/not buying items for example, going to ATMs etc) although I'm not sure how detailed that goes in Parkitect.
Lesser simulation detail may help the game run better but there is a flipside to it and that is from those who want the guest brain to be more advanced (which in turn requires more resources). It's kind of like a catch 22 situation.
Shane
From what I can see it's what some seem to want although I'm waiting until the next update as it will be becoming more advanced then if you class the new staff resting/training as advanced.
Shane
I have my doubts about it, as I think this will end up just like security guards. extra feature that brought nothing in the end.