Planet Coaster needs a Better Optimization in game

What issues. Low fps with a densely populated park?

No, but for instance the camera bugs that are identical to RCT3 (randomly flying off into oblivion). The building system is another example of where I've experienced very similar bugs as I did in RCT3 with walls randomly moving when trying to place them, etc. The other thing is that the bases of all the systems are basically identical to how they were in RCT3, they've just put more advanced features on top of them. Nothing is really reworked completely, it's all very similar (with the exception of the terrain system that feels completely new).

Also, I'm not ignoring what the devs are saying, I am, however, questioning it. Like I also said, there's no way for me to know exactly how similar or different the engines between the games are, but we have very similar issues between the games, that's all I'm saying. It feel like you're driving the same car, just a 10 year newer model.
 
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No, but for instance the camera bugs that are identical to RCT3 (randomly flying off into oblivion). The building system is another example of where I've experienced very similar bugs as I did in RCT3 with walls randomly moving when trying to place them, etc. The other thing is that the bases of all the systems are basically identical to how they were in RCT3, they've just put more advanced features on top of them. Nothing is really reworked completely, it's all very similar (with the exception of the terrain system that feels completely new).

Also, I'm not ignoring what the devs are saying, I am, however, questioning it. Like I also said, there's no way for me to know exactly how similar or different the engines between the games are, but we have very similar issues between the games, that's all I'm saying. It feel like you're driving the same car, just a 10 year newer model.

Game engine's typically consist of Rendering, Audio, Physics and AI (ie. General usage so that it can be shared to other projects)

The stuff you are describing sounds more game based (ie. logic specifically for the game). So it would be entirely possibly that game logic is/has been shared but to say the engine is the issue I would say is incorrct
 
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Game engine's typically consist of Rendering, Audio, Physics and AI (ie. General usage so that it can be shared to other projects)

The stuff you are describing sounds more game based (ie. logic specifically for the game). So it would be entirely possibly that game logic is/has been shared but to say the engine is the issue I would say is incorrct

If it is more logical based then I am hoping they will address the fixes soon, let's see what happens with the anniversary update!
 
Game engine's typically consist of Rendering, Audio, Physics and AI (ie. General usage so that it can be shared to other projects)

The stuff you are describing sounds more game based (ie. logic specifically for the game). So it would be entirely possibly that game logic is/has been shared but to say the engine is the issue I would say is incorrct

This is probably accurate, but it brings to question why has the logic system not seen drastic improvements, specifically with UI?
 
This is probably accurate, but it brings to question why has the logic system not seen drastic improvements, specifically with UI?

There are many reason as to why the same/similar logic would be shared across games among those reasons would be it saves time to work on other new things.

Obviously this is all speculation of course and I was just responding to that its not an engine issue
 
There are many reason as to why the same/similar logic would be shared across games among those reasons would be it saves time to work on other new things.

Obviously this is all speculation of course and I was just responding to that its not an engine issue

There seriously is 'no point' working on new things if the shared logic over games has flaws, that is like saying we started at A then skipped a few and jumped to G.
 
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WingardiumLevicoaster

Volunteer Moderator
There seriously is 'no point' working on new things if the shared logic over games has flaws, that is like saying we started at A then skipped a few and jumped to G.

From a software developer point of view, modules of reused code, would need far greater testing/QA as they have a far bigger impact than new features for a single usage case. These changes are more risky and take more planning. Admittedly having unit tests makes thus easier, however things do not always have these tests and to Retrospectively write them is a pain abd time consuming.
 
I don't even think PC necessarily runs bad anymore... I've played since alpha 1 and the devs have done an amazing job bringing it in line. I used to play on this washed up old laptop which was the embodiment of garbage, but I was still able to play on highest settings and build small parks. Now I have a bit better of a PC I can still play on ultra graphics but my parks are magnitudes bigger before signs of FPS loss start to occur. However there was a point on both rigs that I realised would be the "limit" on how far I could go with a park and how ambitious I could be. It is not an alien concept to me in a game like this that you should discover your limits of building and expanding. And by no way do I expect to be able to run a completely full park with 10,000 guests, that is just simply something that comes part and package with a game like this.

My hat goes off to Andy C, hes a fantastic developer, the latest optimisation push he did a few months ago was a massive boon to me, and the game has gotten progressively better over time. Acknowledgement should be given to his hard work on improving performance of the game post-launch for almost a year. If he says there isn't much more to go that doesn't make me angry, it just tells me that he's done his job well to the best of his ability.


TL;DR - performance is leaps and bounds ahead of what it used to be, Andy C is a god. It is not a foreign idea that playing this game you should discover what your personal limits on object count/guest count are before you start having consistent negative performance, and its not unreasonable to expect people to play within their limits. You don't go solo skydiving after 30 seconds of practice. The game will continue to run better with occasional patches and as computer hardware continues to improve.
 
I don't even think PC necessarily runs bad anymore... I've played since alpha 1 and the devs have done an amazing job bringing it in line. I used to play on this washed up old laptop which was the embodiment of garbage, but I was still able to play on highest settings and build small parks. Now I have a bit better of a PC I can still play on ultra graphics but my parks are magnitudes bigger before signs of FPS loss start to occur. However there was a point on both rigs that I realised would be the "limit" on how far I could go with a park and how ambitious I could be. It is not an alien concept to me in a game like this that you should discover your limits of building and expanding. And by no way do I expect to be able to run a completely full park with 10,000 guests, that is just simply something that comes part and package with a game like this.

My hat goes off to Andy C, hes a fantastic developer, the latest optimisation push he did a few months ago was a massive boon to me, and the game has gotten progressively better over time. Acknowledgement should be given to his hard work on improving performance of the game post-launch for almost a year. If he says there isn't much more to go that doesn't make me angry, it just tells me that he's done his job well to the best of his ability.


TL;DR - performance is leaps and bounds ahead of what it used to be, Andy C is a god. It is not a foreign idea that playing this game you should discover what your personal limits on object count/guest count are before you start having consistent negative performance, and its not unreasonable to expect people to play within their limits. You don't go solo skydiving after 30 seconds of practice. The game will continue to run better with occasional patches and as computer hardware continues to improve.

Well said, but how good are facts if your feelings say it's not well optimized? Can't argue with that logic!
 
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im with Zakman, if i ever sound critical of this game, im not. i love it. i just want to know how best to work around it or 'with' it. i also appreciate Andy C. for taking time out to look over and respond to these forums. i love this game so much, my record so far is 22 hours strait, and i still had to pull myself off despite my eyes finally starting to feel heavy. as Zak stated it is up to us to find and work within the limitations of your own particular hardware. i recently and reluctantly acquired ALL DLC packs, very little in each pack i thought i would use, but was/am so grateful for the game itself and all the free updates with free content (especially todays) that i almost felt compelled or even obligated to buy them. what they have given us far out weighs what minor issues remain. i truly am thankful to EVERYONE responsible for planet coaster.
 
I don't even think PC necessarily runs bad anymore... I've played since alpha 1 and the devs have done an amazing job bringing it in line. I used to play on this washed up old laptop which was the embodiment of garbage, but I was still able to play on highest settings and build small parks. Now I have a bit better of a PC I can still play on ultra graphics but my parks are magnitudes bigger before signs of FPS loss start to occur. However there was a point on both rigs that I realised would be the "limit" on how far I could go with a park and how ambitious I could be. It is not an alien concept to me in a game like this that you should discover your limits of building and expanding. And by no way do I expect to be able to run a completely full park with 10,000 guests, that is just simply something that comes part and package with a game like this.

My hat goes off to Andy C, hes a fantastic developer, the latest optimisation push he did a few months ago was a massive boon to me, and the game has gotten progressively better over time. Acknowledgement should be given to his hard work on improving performance of the game post-launch for almost a year. If he says there isn't much more to go that doesn't make me angry, it just tells me that he's done his job well to the best of his ability.


TL;DR - performance is leaps and bounds ahead of what it used to be, Andy C is a god. It is not a foreign idea that playing this game you should discover what your personal limits on object count/guest count are before you start having consistent negative performance, and its not unreasonable to expect people to play within their limits. You don't go solo skydiving after 30 seconds of practice. The game will continue to run better with occasional patches and as computer hardware continues to improve.

This!!!! [up][up][up]
 
From a software developer point of view, modules of reused code, would need far greater testing/QA as they have a far bigger impact than new features for a single usage case. These changes are more risky and take more planning. Admittedly having unit tests makes thus easier, however things do not always have these tests and to Retrospectively write them is a pain abd time consuming.

From a templating point of view this can cause various issues as not all templates fit properly so therefore to search through code to identify where the glitches are can be very very time consuming. The joys of fast tracking aye (sigh) I suppose it's all about the budget !!!!
 
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