Controversial, I know, and contrary to the spirit of PC, but hear me out. We know that even before the FPS performance declines after 1.8, Planet Coaster has always struggled with performance for large parks with a large amount of guests. The amount of computations required to track every guest, what they're holding, how they react to scenery, what impacts decision-making, etc. increase exponentially with guest population growth.
My idea is some sort of setting that simplifies this logic. I'm not suggesting guests wander around aimlessly, but rather see if there was a way to cut down on the computational load in some way. For example, let guests decide when they first arrive at a park to go to a ride and then don't make any other "decisions" for that guest until they arrive at the destination queue entrance. Maybe this setting causes guests to ignore scenery, deactivate hunger and bio levels, etc.
Like I said, I'm the first to admit this idea runs contrary to the original spirit of Planet Coaster's charm in guest personalities. But let's face it, the users of this game have pushed it to the limits (as expected) so a way for fans to tweak & optimize for performance would encourage creativity to continue.
My idea is some sort of setting that simplifies this logic. I'm not suggesting guests wander around aimlessly, but rather see if there was a way to cut down on the computational load in some way. For example, let guests decide when they first arrive at a park to go to a ride and then don't make any other "decisions" for that guest until they arrive at the destination queue entrance. Maybe this setting causes guests to ignore scenery, deactivate hunger and bio levels, etc.
Like I said, I'm the first to admit this idea runs contrary to the original spirit of Planet Coaster's charm in guest personalities. But let's face it, the users of this game have pushed it to the limits (as expected) so a way for fans to tweak & optimize for performance would encourage creativity to continue.