I'm tired of this

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!

But grapics are not the problem right? How can a heavy spec game like PC perform any better if it had mods or UGC in it?
 

Vampiro

Volunteer Moderator
But grapics are not the problem right? How can a heavy spec game like PC perform any better if it had mods or UGC in it?

It can't [happy]

The more objects in the game, the less performance you will get. I think this will especially be the case for UGC because items will be optimised a bit less in most cases compared to the Frontier created objects.
I think wat creaper ment when he said "In a few years" is that computers get faster all the time ...

I remember back in the RCT3 era i had a lot of problems running the game so i upgraded my computer so i could run medium sized parks.
We're 10 years in the future now and nowdays i can run big parks without problem in RCT3.

So to end positive, performance might be an issue nowdays sometimes, especially when/if we get less optimised UGC. But it's only a temporary problem ;) In due time technology will catch up :D
 
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.

No, I don't think so. And once again: My system is top notch. You can't have better, stronger and faster - ok, customwise.
So if you now build a Park - in his landmark limits - you are able to bring your system down - even mine.

A serious SLI-support would be welcome.
 
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?

Yes, GTA 5 for example is compatible. It shows 24.000MB GPU Memory in my system.
 
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.

Haha, no, I'm not young. And yes, I remember those old days, but I was always looking for the best performance. Voodoo Graphics, haha, got SLI back there and it worked fantastic. It was always a race between the AAA-Games and the performance. So it is now.

And I don't get, what is sad about this.
 

AndyC1

A
Yes, GTA 5 for example is compatible. It shows 24.000MB GPU Memory in my system.

Sorry, but having two GPUs doesn't really give you two times the memory. Many things need to be duplicated across cards, which is a slow process if the data is simply copied over the PCI-E bus, and still uses the same memory on both cards (so double the memory requirement if you want to think about both cards vram combined). We don't have any plans to support SLI in Planet Coaster because it would be a considerable amount of work to make it render correctly - many things that we do would actually need to be run simultaneously on both cards (so you wouldn't see any speed increase anyway) to remain correct. SLI is a very, very small portion of the market - so small in fact that Steam removed it's reporting from the Steam Hardware survey a few years ago.

Cheers

Andy
 

AndyC1

A
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.

We've built Planet Coaster's engine to explicitly cope well with large numbers of objects. In large parks, the object count is measured in hundreds of thousands. We do everything we can to efficiently deal with such a large number of objects - we've spent years researching and implementing these. Of course this means 100 rocks aren't submitted in 100 individual draw calls, but the sheer amount of geometry being updated, submitted and rendered means that you will hit practical performance limits (read: low framerates) before you can fill the buildable area with rocks.

Cheers

Andy
 
Sorry, but having two GPUs doesn't really give you two times the memory. Many things need to be duplicated across cards, which is a slow process if the data is simply copied over the PCI-E bus, and still uses the same memory on both cards (so double the memory requirement if you want to think about both cards vram combined). We don't have any plans to support SLI in Planet Coaster because it would be a considerable amount of work to make it render correctly - many things that we do would actually need to be run simultaneously on both cards (so you wouldn't see any speed increase anyway) to remain correct. SLI is a very, very small portion of the market - so small in fact that Steam removed it's reporting from the Steam Hardware survey a few years ago.

Cheers

Andy

Thanks Andy for explaining. Still my GTX660 2gb pulls the game really well so no complaining here. And GTA works in SLI so that's a bonus for me. Only paid 55€ for the extra card. So now maybe save money to get myself a high end GPU card.

ps. off-topic: I remember I bought a 3d videocard at the end of the 90s which had a whopping 64mb memory on it (as far as I can remember). And it had to work with the card you already had. the pc back then was a top of the market Pentium 100 [squeeeeee]
 
We've built Planet Coaster's engine to explicitly cope well with large numbers of objects. In large parks, the object count is measured in hundreds of thousands. We do everything we can to efficiently deal with such a large number of objects - we've spent years researching and implementing these. Of course this means 100 rocks aren't submitted in 100 individual draw calls, but the sheer amount of geometry being updated, submitted and rendered means that you will hit practical performance limits (read: low framerates) before you can fill the buildable area with rocks.

Cheers

Andy

Would it make sense, that at some point in the future, the devs take a look at the steam workshop and identify the most commonly created scenery items and create a similar object for use in the game? This would reduce the number of objects being used and potentially help improve performance. For example, if you take a look at many of the western themed buildings, you'll notice that a lot of them use the wood post 3 times to create a support beam with a v-shape support to create bracing. By creating a single scenery item like that, it would reduce the objects from 3 to 1 (and significantly more, since they are often repeated in the same building and in other buildings). I've seen many buildings created using the wood planks, so perhaps it would make sense to create a new wall series that look to be made from the wood planks. I'm not a computer expert at all, but if the number of objects contributes to performance issues, would this type of solution help with that?
 
Sorry, but having two GPUs doesn't really give you two times the memory.

Well, sure two time the memory, but not double the fps [squeeeeee]

Other than that: thanks for your statement, I respect your knowledge and your statement, and Planet C is a remarkable game.
I'm looking foreward to optimize my settings. [yesnod]
 
We've built Planet Coaster's engine to explicitly cope well with large numbers of objects. In large parks, the object count is measured in hundreds of thousands. We do everything we can to efficiently deal with such a large number of objects - we've spent years researching and implementing these. Of course this means 100 rocks aren't submitted in 100 individual draw calls, but the sheer amount of geometry being updated, submitted and rendered means that you will hit practical performance limits (read: low framerates) before you can fill the buildable area with rocks.

Cheers

Andy

It would be kind of cool if there was a way, with blueprints as an example, to make a complicated item appear as a single item. So basically you tell the game to bake that item as a singular piece. The only thing I can relate it to was back in the day when making Doom or Quake maps you had to make the b-node tree prior to running the level... Then again, game runs fine for 99% of use cases so its probably not worth the effort.
 
And speaking of multi thingies...how well will Planet Coaster deal with Ryzen?
I noticed a performance increase when moving from 4 cores (i7-3820) to 6 cores (i7-4930k) on an Intel CPUs. This mostly affects parks with more guests. Empty parks were not affected. I would expect Ryzen to provide the same performance benefit if not even more. The 8 core Ryzen chips are truly an impressive upgrade.
 
It is quite funny when people who obviously know nothing about how software, computers and programming works but act like they do, go on and on. Amusing to read. Mentioning no names but you all stand out like sore thumb.

In response to Ryzen, I expect these to work extremely well with Planet Coaster.
 
It is quite funny when people who obviously know nothing about how software, computers and programming works but act like they do, go on and on. Amusing to read. Mentioning no names but you all stand out like sore thumb.

In response to Ryzen, I expect these to work extremely well with Planet Coaster.

Well please allow us all to bow to your superior yet unexplained or unproven knowledge and experience.

On another note, super excited for the Ryzen release. I doubt that real world performance is going to do much to outstrip Intel's flagship processors, but it might finally convince them to stop their price gouging for five minutes and release a competitively product.
 
On another note, super excited for the Ryzen release. I doubt that real world performance is going to do much to outstrip Intel's flagship processors, but it might finally convince them to stop their price gouging for five minutes and release a competitively product.
Me too. A return to the good old days, that brief shining moment in the sun when the K6-III made Intel sweat.
 
On another note, super excited for the Ryzen release. I doubt that real world performance is going to do much to outstrip Intel's flagship processors, but it might finally convince them to stop their price gouging for five minutes and release a competitively product.
Depends on which Intel processors you declare to be flagships. Even the Ryzen 1600 chip beats all of Intel's leading Kaby Lake quad-core chips such as the i7-7700k and i5-7600k. The 1700 and 1800 Ryzen chips take on the x99 big guns at a fraction of the price. Why? Developers have gotten a lot better at implementing threading. This applies to the developers who make your software as well as the developers who build the back-end libraries they interface with (such as DirectX). Users are also much more likely to be multitasking on their PCs now whether they intended to be or not. So much more crap runs in the background unseen that the extra cores provided by Ryzen are a huge boost to general productivity as well as gaming. You will notice a real world performance difference especially when your system is running high performance storage and other fast parts. Individual/single core performance is no longer the bottleneck it used to be.

Personally, when I play a game such as Planet Coaster I tend to have Discord up in the background to voice with friends. I'll also have Chrome and a few tabs open. I'm probably using 1 to listen to Pandora or YouTube. Windows 10 has also probably decided updating or doing some One Drive stuff in the middle of a gaming session is a good idea too for some stupid reason. Worst-case: I might have a stream up in a side window instead of the Pandora or YouTube. The result is a lot of crap going on at the exact same time as far as hardware is concerned. 6 and 8-core chips cope with that much better than a 4-core chip. Intel has refused to increase core count on their mainstream processors allowing AMD to sweep in here with 8-cores and ARM with 16+ core chips. The real world experience absolutely will be affected by more cores.
 
Last edited:
No you still wouldn't have 2 times the memory, as Andy said, since things stored in the memory would need to be duplicated across the two cards, thus making the extra memory redundant.

I know how it was meant. My answer was like tounge in cheek. Simply mathematically.

It is quite funny when people who obviously know nothing about how software, computers and programming works but act like they do, go on and on. Amusing to read. Mentioning no names but you all stand out like sore thumb.

Uh huh. Master of Bits and Bytes. [wacky] Please forgive., that I don't touch your class of knowledge. So I have to ❤︎❤︎❤︎❤︎ buy the games and keep my mouth shut. [mouth shut]
 
Guys I dont know why so many of you are having issues with fps in this game. Yes it is more demanding than most games but I plaed a park with 25 fps 8000 guests on an old core i5 750 overclocked from 2009 and a 660ti.

I built a new computer recently and I made the below 4k video ultra settings WITHOUT my overclocking done on anything so far. Not even turbo mode on the 6700k yet. Still 4.0ghz. I have a water cooler so will be taking this closer to 5ghz within a few weeks.

New Spec:
Core i7 6700k @ 4.0 ghz (for this video)
16Mb ddr 4 (running at 2300 for this instead of its native 3000 mhz)
Zotac AMP Extreme gtx 1080

Recorded in 4k This is an extreme object park with 9400 guests and BEFORE overclocking my computer. Using Shadowplay to record I lost about 4 fps and its still doing 20 fps:
https://www.youtube.com/watch?v=WsUDPhruT_Q


I will post a video of this park after I have my system overclocked.
 
Back
Top Bottom