Park optimization guidelines for better fps?

Is there not a way somehow to turn your favoutite 4367 piece castle into one object and be rendered and streamlined as one so saves on objects
 
The game has an "engine limitation" That means once you go beyond a certain amount of complexity the game will performance will drop, regardsless of hardware. I have tested this on a Ryzen 7 1700 @ 4.0 Ghz with a 1080 Ti. Examples I use testing are silvaretss garuda or koali beach map. My GPU is often not even running at 30% load on these maps while my CPU sits around at 60% load (no individual cores maxed out) On Koali I hit around 15 fps and garuda I sit at around 35. And thats the max, regardless of population being generated on the map.

Changing graphics settings from ultra to low does not improve performance (just some less laod on the GPU)


I have mentioned this before in a seperate topic and it seems to be discussed before. Sorry to burst your bubble, but there is a constriction on objects.



1 positive side I have noticed about the game. I tested a map with a lot of tree's in it and few buildings. So the object count was quite low. And that map ran fluently. So, I think it is a problem with the amount of objects that are on the map. Not the size or complexity of those individual objects.

Indeed, have you by chance tried turning off hyperthreading for kicks to see if it can even saturate all 8 of your cores without hyperthreading jumbling things up by chance? pretty sure this game is a case where HT doesn't help it hurts as can often be the case with many games. I know for sure on my system the game will fully saturate all 4 cores and the only other odd utilization metric i see that is unusually high is page file, my page file gets as big as 18 gb! yet only 8 gb out of 16 system ram used. GPU is most definitely zero factor its either an engine level breakdown in performance or its being capped by CPU/Ram resources possibly due to its design and not fully utilizing more cores/ram in higher end systems and thus all that matters for top performance is to have the fastest quad core non HT cpu you can get + fastest ram and possibly also storage due to the page file use.
 
Indeed, have you by chance tried turning off hyperthreading for kicks to see if it can even saturate all 8 of your cores without hyperthreading jumbling things up by chance? pretty sure this game is a case where HT doesn't help it hurts as can often be the case with many games. I know for sure on my system the game will fully saturate all 4 cores and the only other odd utilization metric i see that is unusually high is page file, my page file gets as big as 18 gb! yet only 8 gb out of 16 system ram used. GPU is most definitely zero factor its either an engine level breakdown in performance or its being capped by CPU/Ram resources possibly due to its design and not fully utilizing more cores/ram in higher end systems and thus all that matters for top performance is to have the fastest quad core non HT cpu you can get + fastest ram and possibly also storage due to the page file use.

Alright. I did give it a go with hyperthreading turned off. Launched up koali beach, which is one of the biggest maps out there and the CPU indeed got more saturated. to at 85 to 90%. Still. no cores were capped. FPS didnt improve compared to multithreading.

Also, a big sidenote. After this test I ran a cinebench R15 test. With Hyperthreading on I hit a score at 1730 to 1750 on average. With hyperthreading off my score was 1209. I lost more then 30% of my CPU power with hyperthreading turned off. Since the game is severly multithreaded and I still wasn't able to cap the CPU I still believe this is a game limiation. Regardless what hardware you throw at it. I honestly think the problem is so deep that there is no way for the developers to solve this in the future other then starting from scratch.

I do think there is a way to workaround. A good idea was for the objects be able to merge into one object. Any not visible faces would be deleted. I have no idea how much work that would cost for the developers. The other solution is for bigger, more complete standard buildings which consist of only one object.

I really hope some kind of solution comes because there are some amazing parks made that just kill your experience by being so laggy.
 
Alright. I did give it a go with hyperthreading turned off. Launched up koali beach, which is one of the biggest maps out there and the CPU indeed got more saturated. to at 85 to 90%. Still. no cores were capped. FPS didnt improve compared to multithreading.

Also, a big sidenote. After this test I ran a cinebench R15 test. With Hyperthreading on I hit a score at 1730 to 1750 on average. With hyperthreading off my score was 1209. I lost more then 30% of my CPU power with hyperthreading turned off. Since the game is severly multithreaded and I still wasn't able to cap the CPU I still believe this is a game limiation. Regardless what hardware you throw at it. I honestly think the problem is so deep that there is no way for the developers to solve this in the future other then starting from scratch.

I do think there is a way to workaround. A good idea was for the objects be able to merge into one object. Any not visible faces would be deleted. I have no idea how much work that would cost for the developers. The other solution is for bigger, more complete standard buildings which consist of only one object.

I really hope some kind of solution comes because there are some amazing parks made that just kill your experience by being so laggy.

Gotcha, yeah if you saw no improvement in FPS then clearly Hyperthreading isn't hurting performance, of course you lost performance in CB R15 tasks like that are easily fully multi-threaded unlike game engines ever sense the advent of hyperthreading its been shown that many games actually take a performance hit from it being turned on though that is much less so the case these days.
 
Part of the problem has to be the way this game renders things, and how when we combine objects, all the faces are still there, even the ones we cant see. This is a huge FPS killer, because imagine; you make an object like a chair or a table and then duplicate it, you're going to end up putting a lot of work on your computer just for that creation.

I like the idea of finalizing an object as The Tick described. Something that will make your object a single object and deletes faces that aren't visible.

Or just support UGC. Creators got really good at dealing with this in RCT3 content.
 
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I do think there is a way to workaround. A good idea was for the objects be able to merge into one object. Any not visible faces would be deleted. I have no idea how much work that would cost for the developers.
It's only a good idea on the surface. Until you dig deeper.

From another post on this subject:


The group of items on the left actually has less polygons than the unioned object on the right.

You actually have more than doubled the polygons it takes to create the object on the right, because now it takes even more polygons to create the "wall" because the beams break the surface into more complexity, and nearly doubled the polygons of the beams.

Then the software has to create new texture maps!

1qZxHPr.jpg



It took 25 minutes for my CAD software to join these parts (below) into one whole "single" object.
That's what you are asking a game to do. [haha]

ygCySlX.jpg
 
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Don't spam with animatronics and smoke/effects. Use only a few, where it works best.
As for animatronics, it is possible to pause them, so you can have stationary objects.
 
Don't spam with animatronics and smoke/effects. Use only a few, where it works best.
As for animatronics, it is possible to pause them, so you can have stationary objects.

Yeah don't have 5000 skeletons flipping out in your park like I do. lol
 
Turn shadow quality to low in graphics settings. Im currently working on a new sandbox map with 21 rides. Instead of making a surface carpark i've made a few ramps to underground which mimics an underground carpark entrance. My park will have large water areas. My last year park had a similar thing and i achieve 22-40fps on 1080p maxed settings except shadow quality on low. Try fixing the time too tick whatever time you want that way the game has to make less calculations when time is running due to the game not having to calculate moving sun and shadows and shadowing items in relation to the sun. Also dont have more than 6500 people in your park.
 
- less small buildings? (Example: a bridge existing out of 20 'buildings')
- Trees, plants, decoration separate in the park or linking to a building?

There is no difference in performance for those things you mention.

It's easy to whip up a test park yourself containing thousands of buildings and pieces for the purposes of testing such things. I did that awhile ago and found no difference whether using lots of buildings or just free placement.
 
The game has an "engine limitation" That means once you go beyond a certain amount of complexity the game will performance will drop, regardsless of hardware. I have tested this on a Ryzen 7 1700 @ 4.0 Ghz with a 1080 Ti. Examples I use testing are silvaretss garuda or koali beach map. My GPU is often not even running at 30% load on these maps while my CPU sits around at 60% load (no individual cores maxed out) On Koali I hit around 15 fps and garuda I sit at around 35. And thats the max, regardless of population being generated on the map.

Changing graphics settings from ultra to low does not improve performance (just some less laod on the GPU)


I have mentioned this before in a seperate topic and it seems to be discussed before. Sorry to burst your bubble, but there is a constriction on objects.



1 positive side I have noticed about the game. I tested a map with a lot of tree's in it and few buildings. So the object count was quite low. And that map ran fluently. So, I think it is a problem with the amount of objects that are on the map. Not the size or complexity of those individual objects.


Thank you

I went to a game like this called Parkitect that does not have this problem. Though I miss the prettiness of Planet Coaster :(
 
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Joël

Volunteer Moderator
The "engine limitation" that The_Tick mentioned is called DirectX 11, which is developed by Microsoft and can only use one CPU core for its DirectDraw calls. This is ultimately the performance bottleneck of Planet Coaster.

The solution would be to let Planet Coaster use DirectX 12, but unfortunately DirectX 12 is only available for Windows 10. Many players are still using older versions of Windows (and they all have their own valid reasons to do so).
 
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