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.
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.
It's only a good idea on the surface. Until you dig deeper.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.
I also want to know the do’s and don’ts. I already ask this in another topic but getting no answer. https://forums.planetcoaster.com/sh...-problem/page3?p=203254&viewfull=1#post203254
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.
I want to see your 5000 skeletons!![]()
- less small buildings? (Example: a bridge existing out of 20 'buildings')
- Trees, plants, decoration separate in the park or linking to a building?
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.