I’ve been meaning to try this myself but maybe this is something that you can also try before I get a chance and it might help. I’ve wondered if adding a guest gate would help as your staff can walk through it when taking care of the animals. If it works people could use it for multiple enclosures and just connect it up with staff paths so guests don’t enter dangerous enclosures.The zoopedia says the flock of flamingos goes up to 500. So that's what I did. 50% max usage on all threads....
One staff gate prevents the flamingos from all being fed properly I think.
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Also this is amazing. How was their social?
So that's what I did. 50% max usage on all threads.... still hovering between 18-21fps in 4K
Well I only have a single RTX 2080. These are the stats after booting up the zoo again after exiting the game. The game itself still lowers itself to about 23fps here.I find it odd that your bottleneck here is GPU rather than CPU. That scene should absolutely NOT be capping out at around 20fps on that GPU unless it was CPU limited which is clearly isn't.
Large habitats are very difficult for multiple reasons including the single staff gate
1. One staff gate
2. Inability to assign shifts or schedule specific feedings (as opposed to every X months which is more guidance than rule)
3. Inability for more than one keeper to feed a habitat at once (Though I would be curious if you found otherwise here? This would be the test to prove it one way or another)
Adding additional hay beds to certain shelter structures (ie the Japanese Macaque habitat in the Panda Park scenario) increases the habitat's shelter capacity - I would like this mechanic if the game told you about it and it were more clear how it worked.