I'm tired of this

Game isn't optimized, and most likely will not. So either fedge yourself a $9999 rig or play with lag I suppose. RIP us toasterino's.
 
Meantime I managed a resolution around 2500 somewhat. The FPS are stable with 30 now. Still everything maxed out.
Looks good and playable now. But SLI support is welcome though.
 
I run the game on an i5 6600k. And I get 30-60 FPS at any given time. From the getgo however I've built my parks with the idea of CPU limitation in mind. I've never pushed for more then 3,000 guests and my Ride counts are around 10-15 rides with 10-15 200+ piece buildings. Game runs fine. I never see a need to go over that. Park becomes to much to manage over that leisurely like I enjoy.

Guess its each persons preference. I just don't see what having 8,000 guests in your park adds to anyones experience. You just see oceans of heads... I guess its a nice technical feet to be able to hit. Maybe one day someone will be able to. Planet Coaster the next Crisis?
 
Meantime I managed a resolution around 2500 somewhat. The FPS are stable with 30 now. Still everything maxed out.
Looks good and playable now. But SLI support is welcome though.

I don't get it. A game does not have to "support" SLI?

I run both my GTX660 OC/TF in SLI and it works fine (much better then 1 card)
 
I don't get it. A game does not have to "support" SLI?

I run both my GTX660 OC/TF in SLI and it works fine (much better then 1 card)

It does need to support SLI if it wants to make optimal use of two or more GPUs. Without support for it, SLI could cause the game to perform worse or have bugs it would not have with only one GPU. I guess you are lucky it runs better for you without SLI support, but just because it does for you doesnt mean it works for everyone.
 
It does need to support SLI if it wants to make optimal use of two or more GPUs. Without support for it, SLI could cause the game to perform worse or have bugs it would not have with only one GPU. I guess you are lucky it runs better for you without SLI support, but just because it does for you doesnt mean it works for everyone.

I see thanks. Lucky me.
Also I don't run any other software when playing.
 
I don't get it. A game does not have to "support" SLI?

I run both my GTX660 OC/TF in SLI and it works fine (much better then 1 card)

+1 to Chems' comment: SLI support has to be written into game code then implemented into drivers via SLI profiles that are written by AMD or Nvidia. If this isn't done then the game just won't use the extra card you have. Unless you have forced AFR SLI in a custom profile for Planet Coaster (which is doubtful since doing that is currently causing some major problems with the lighting), then any performance gain you're perceiving is entirely imaginary I'm afraid.

Additionally I'm fairly sure that multi-GPU support will not be written into Planet Coaster, since most modern GPUs are more than enough to handle the graphical demands of this game.
 
So, I understand the concept of SLI in games now.

But how do you know if a game supports SLI?

And SLI AA does not need it to be in the game code right?
Is that what you mean?

NVidia said:
Alternate Frame Rendering (AFR)

Alternate Frame Rendering is the performance rendering mode for SLI, and it works by designating a particular frame subset to each GPU. In a 2-way SLI configuration, for example, GPU 1 would render all odd-numbered frames while GPU 2 renders all of the even-numbered frames. When using three or four GPUs, the GPUs render one of every three or four frames respectively. The essential principle behind AFR is keeping the GPUs working as independently as possible for maximum performance gains, and that takes a well-defined SLI rendering profile. These are being written and optimized for many different titles all the time, so check for new GeForce drivers often! If you would like to submit a request for an SLI profile update for a game or 3D application, click here.

SLI AntiAliasing (SLI AA)

SLI Antialiasing is an image quality-focused rendering mode that divides an anti-aliasing (AA) workload between the GPUs for smoother edges at a reduced performance cost. In 2-way SLI, both GPUs will render the exact same frame, but perform sub-pixel sampling using offset coverage points that will be merged together to provide a much smoother-looking image. This option is available for 3-way and 4-way SLI systems, and behaves similarly. This mode is ideal in cases where performance is already acceptable but higher image quality is desired; by sharing the AA work between the GPUs, the appearance of a game is improved with no performance lost compared to running a single GPU. For example, 2-way SLI AA 8x would offer the performance of a single GPU running 4x AA, yet the image quality would be appreciably better. This option is found in the NVIDIA Control Panel, for all application profiles in the "Antialiasing - Mode" drop-down menu, and will automatically ignore/override established SLI rendering modes for that profile.
 
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I do believe that the GPU handles a lot more in Planet Coaster than just rendering graphics to the screen. For example, animations are calculated on the GPU, that was mentioned in the recent livestream interview with the audio team. And AndyC has mentioned on the forum before that there is a lot of non-graphical calculation taking place in DirectX shaders running on the GPU, so SLI may not provide many benefits in this case, if at all.
 
So,

when choosing in Nvidia config panel to use the the cards in SLI.

There are games where you can see your available GPU memory (ie. GTA V), mine says 4096 mb available. How come it is not SLI?
Or are only these games compatible?
 
Only certain are compatable for SLI and those tend to be the more graphical intense ones (around 10-15 games per year by the major publishers). SLI is not worth it IMO, as it has never really took off. My guess at most 1-2% of steam users are using two or more graphics cards.

Planet Coaster is already spec heavy for your average pc users. It only the multi-format games these days need a high end PC, There are very little higher end PC only games these days.
 
Since this game engine obviously has many limitations, why not have a in game object counter that warns users when object count could potentially start causing a large decrease in fps?

Personally its 2017, I dont see why 100 objects of the same object is treated like 100 objects, but it is what it is in this game engine. So at least give users a heads up.
 
Nowadays you can't - frankly said - have a more powerful Computer like mine.
I spent a whole lotta bunch of money in this machine. And I really thought, that I never meet some stuttering in the near future.

Planet Coaster told me, that I was wrong.
And, to be honest, 3000 peeps are not that much.

I expect a solid SLI support to use my 24GB Graphicpower. Nothing more.

Well you thought wrong. Maybe you're too young, I don't know, but it used to be where AAA games made everyone's computer run poorly. I remember when Wing Commander 3 came out and the Pentium chips were just coming out you couldn't run the game at full settings. That made us excited back then. It meant that the game had a few years of legs on it for graphic and gameplay fidelity.

Nowadays people think if they buy top of the line everything should run great... It's sad really.
 
Well you thought wrong. Maybe you're too young, I don't know, but it used to be where AAA games made everyone's computer run poorly. I remember when Wing Commander 3 came out and the Pentium chips were just coming out you couldn't run the game at full settings. That made us excited back then. It meant that the game had a few years of legs on it for graphic and gameplay fidelity.

Nowadays people think if they buy top of the line everything should run great... It's sad really.

Fortunately most AAA games run great on modern computers
 
it used to be where AAA games made everyone's computer run poorly

thank consoles for that, but we can only hope that PC can look or run even better in a few years. Look at GTA4 that game looks almost better than GTA5 after all the mods you can add. Thats why I cant wait for PC to release UGC!
 
Fortunately most AAA games run great on modern computers

I suppose, and I would argue that PC runs great on modern computers. The issues arise at edge cases when you make ginormous parks with a lot of little pieces. Outside of restricting players from placing any more objects I don't think there's a way around that.
 
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