I'm tired of this

Oh well, I'm really not amused yet. I run a Highend-PC sixcore 3,6Ghz with 2 Titan X SLI GPU, each 12Gig, and 64 Gig Highend RAM. Ok, 4k monitor and everything maxed out with a park around 3.000 peeps. My framerate is 15-20 fps and everything is stuttering. Hello?

This is weird. There is obviousely no SLI-support so far, but anyway - this is a laugh. I stop playing planet coaster just now, until you are able to support SLI. See you.

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Oh well, I'm really not amused yet. I run a Highend-PC sixcore 3,6Ghz [...] with a park around 3.000 peeps. My framerate is 15-20 fps and everything is stuttering. Hello?

there ya go, its a processor problem, i have an AMd fx8150 3.6ghz and with 4000+ guests, the fps are dropping, especially at 2nd and 3rd speed

this is also why am planning to buy a new processor, ram and motheboard. I got a gtx970, i could change it too, but with a better processor, ill be fine
 
If I had to guess, I would say something in the AMD FX 6XXX line.
Yeah i have a FX6300 (3.5Ghz) and this game just crushes it. 8 coasters and 22 other rides with 8k+ guests and I'm getting about 12fps..I can change graphic settings all day it doesn't buy me any extra frames. But I don't care, its not a shooter and I can cope with it. My next park however will be designed a bit better with these limitations in mind.
 
Even my i7 6700k @ 4.6ghz starts to struggle above 3000 guests. It's that because Planet Coaster is one hell of an amazing game that I dont mind getting just 30fps. But i'm afraid it will go below that once I continue building my park this weekend. In some workshop parks I already experience 10 to 20 fps framerates. I really hope my GPU is bottlenecking but i'm not sure how much it would matter if I upgrade that since, as many have said, this game is really cpu-intensive and I don't think upgrading GPU would really give me that much of an fps-boost.


I'm curious how an i7 7700k would perform and if it's alot better but I just think that your system doesn't make much of a difference above a certain ammount of rides, coasters and guests. Maybe scenery lighting plays also a part, that's something I have been thinking about. Maybe instead of using alot of lights which arent bright, we could up the brightness of lights so we could cut the ammount of lights in half and thus saving performance?
 
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All maxed out, 4k monitor, 3,000 peeps in the park, 15-20 FPS ... ?

I'm sorry, what are you complaining about again?
 
My latest park which has around 13,000 guests currently runs at around 6 FPS on my i7-5930K (3.75 Ghz), 32GB RAM and Titan XP.

I've had to close the park and empty out all guests to make it playable at around 18 FPS.

I've just started a new, smaller park but I'm a sucker for building big and tend to lose interest if I can't cram loads in.

Having read the few posts by Andy C, I very much doubt it will ever improve so we'll just have to accept it and makes compromises.

It's really unfortunate as it's a GREAT game!
 
Having read several of these types of threads about performance, it has made me very conscious of my park and building design and construction. Actively considering the number of pieces in each thing, and trying to be as efficient as possible without sacrificing the detail I want...why use 3,000 pieces on a building, when 850 will do just as well...
 
All maxed out, 4k monitor, 3,000 peeps in the park, 15-20 FPS ... ?

I'm sorry, what are you complaining about again?

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.
 
I'm away again (yes, I've got a lot of holiday to use up - I worked pretty solidly for the last year on Planet Coaster, only taking a few days off), and the couple of days that I was in the office last week I only briefly got a chance to look at this park. On my work Xeon (which is basically an i7) with a GTX 770 with 16gb of RAM the entire park is GPU bound. Even as more guests come in it continue to be GPU bound, although eventually at I think about the 8k guests level it becomes bound by the D3D submission thread, at which point the framerate was hovering around the 15 - 20fps mark.

Now to talk about why lowering the graphics doesn't really increase the framerate. You've all got powerful gpus, and lowering grapihcal options will do things like reduce the texture memory usage (it'll avoid loading higher resolution textures, which is a big help on slower hardware, but doesn't really increase performance that much on high end cards), and reduce shader complexity a little (again, your cards will chew through this). What it doesn't enormously do is reduce the geometric complexity of the scene. A game like Planet Coaster submits vast amounts of geometry to be rendered (many times that of most titles - including "far better looking" titles like Battlefield / Call of Duty). This arises from two main issues - one is that it is very costly to calculate whether individual pieces are visible or not. We do standard frustum culling to remove objects that are outside the view, but more detailed occlusion culling is just too expensive to perform on hundreds of thousands of objects. Games with pre-authored environments are able to bake out occlusion data in advance, and end up doing dynamic calculations on very few "dynamic" objects. Everything in Planet Coaster is dynamic. The second is how the geometry is submitted. When dealing with other games, 3d meshes (the buildings, the ground, etc. - basically any "model" in the game) are authored in the most optimal way for rendering - buildings aren't built out of individual pieces, or if they are they are processed offline to produce a mesh with the lowest triangle count. Imagine a (vastly simplified case of a) textured wall - you can either render two triangles for the whole wall, or two triangles per brick. Planet Coaster has to deal with things "brick by brick". Also, each brick has to be "drawn" (as in we make a call on the cpu asking the GPU to assign specific textures, shaders, and geometry and then draw it. This is a vastly simplified case and hey, I'm not a graphics programmer! But I do know what we actually do when rendering a scene in Planet Coaster is vastly more complicated than this - we are doing a lot of tricks to minimise the cpu and gpu cost of all of this. But we can't work miracles - Planet Coaster is an expensive game to render, and despite out continued efforts to optimise it we're not seeing any giant areas for optimisation. And this is what optimisation means - it isn't just "make the game run faster", it's about finding areas that are particularly slow (be it by mistakes in code, weird edge cases or just things being used in ways we never imagined) and re-writing them to make them faster. Which we will continue to do, but I can't just load up a park like this and see something which is taking twice as long as it should do. We have extensively optimised Planet Coaster up until this point (for the past two years in fact).

I'll need to do more profiling in a development build to give you more details on what is going on. Not wanting to criticise the park (it's a fantastic recreation of Disneyland), but things like you've got mountains of rock scenery pieces rather than terrain sculpting - the sheer object count for this park is really working against it in terms of performance.

We are continuing to optimise Planet Coaster - thanks very much for providing us with these examples. My performance recommendation is always to minimise object counts wherever possible - terrain can be rendered much more efficiently than thousands of rocks.

Cheers

Andy

https://forums.planetcoaster.com/sh...settings/page7?p=166283&viewfull=1#post166283
 
It's a Intel Core i7 6850 K brandnew.

Ok, my Post sounds a bit harsch, but I'm massively disappointed :(

All maxed out, 4k monitor, 3,000 peeps in the park, 15-20 FPS ... ?

I'm sorry, what are you complaining about again?



OP can you let us know if your fps increases when you switch to 1920x1080 instead of 4k? And if so how much?



didnt see that yet, thats pretty impressive to read
 
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OP can you let us know if your fps increases when you switch to 1920x1080 instead of 4k? And if so how much?

What I can say, is, that lowering down the graphic specs doesn't help. But I read the long quote from one of the devs and understood.

To be honest: I didn't switch the resolution down until now, because the resolution is fixed on 3840x1600, the setting is greyed out.
 

Joël

Volunteer Moderator
What I can say, is, that lowering down the graphic specs doesn't help. But I read the long quote from one of the devs and understood.

To be honest: I didn't switch the resolution down until now, because the resolution is fixed on 3840x1600, the setting is greyed out.


You can change the resolution of the game by switching the game to windowed mode (your setting is either on full screen or borderless).
 
You would expect if you go from ulta hd to full hd you would get 4 times better performance, well ok not 4 times, not even double, but still it should help something. Im curious what the exact numbers are
 

Thanks for posting this.

States clearly why PC is an exceedingly expensive piece of code in terms of processing.

And, I would opine, necessarily so. The dynamicism of object rendition in the PC environment which Andy details, as opposed to the pre-authoring commonly present in other titles, is what makes PC such a creative environment in which to work, and such a joy to look at.

As hardware technology advances, with computational power increasing, the heavy workload demands of PC will continue to be met.

As it is, 15-20 fps on today's most advanced desktop machines is perfectly fine with me, given the way PC is coded and what such coding offers.
 
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