Park size

I’d like they to increase the park size to make big theme parks with also water sections. Currently the park I’m planning has 12 themes + other 3 water park themes. I would also include a small parking section, just at the bottom of the map, but the whole park for sure would need a big big space.
 
Before thinking about a bigger map you should think about how much (pieces, everything you place in the park) should fit there... It's because of the limit on consoles (Oswald Eugene counter) or how powerful your pc is to handle it.
 
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. . . I thought the park size in PC1 was generous enough . . .

Most people trying to do a true-scale recreation of a real park (other than the smaller ones) would tell you otherwise -- some have been pretty vehement about it. It helps to remember that this isn't just your standard 'puter game, it's roughly in the same genre of toys as model railways -- ever met somebody with a model railway surrounded by perfectly-scaled scenery, buildings, and people filling the basement, decrying that they can't expand? Most people get why you can't knock out a load-bearing wall under the house, less why there's an arbitrary expansion limit on a virtual landscape when MUDDs make entire worlds.

Every sale, people pop up on Steam's Planco1 forum complaining that on their latest game-optimized scream machine they can't get good performance out of the 2016 software they just bought -- they're not going away, and they're not gonna take “performance!” as an excuse for why they can't get more space in their Planco2 parks -- they don't care about catering to the lowest common denominator, they want everything the software can do for them. And they're right about that, this isn't either-or, today's software developers have to be able to optimize for the range from run-of-the-mill workhorses to the latest gamer scream-machines.
 
I wonder if they could implement the drawing tool we've seen for pathing used for creating park boundaries aswell.
 
Big Parks are nice and all. But keep in mind, as you fill that Space up more and more with stuff, the Framerate will go down. And there is nothing you can do about it. There is no magic Bullet solution for this, it will happen. For Beefy PCs this will happen later, but it will happen.
Just spacing things out doesn't make performance worse. Some people go crazy with 1000 scenery pieces to decorate a single building. Others use like 10 trees and some rocks and bushes to space out a part of an even bigger space.

If anything spacing things out more makes it so less is rendered at once for the player which actually might increase performance.

Frontier should just make an advanced option hud menu where is shows entity count or scenery piece count or coaster count and ride count and shop count on like the bottom right of the screen to make the player 'aware' of how much they are putting into it like some other software design tools do
 
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Big Parks are nice and all. But keep in mind, as you fill that Space up more and more with stuff, the Framerate will go down. And there is nothing you can do about it. There is no magic Bullet solution for this, it will happen. For Beefy PCs this will happen later, but it will happen.

I had read somebody elses thoughts since the announcement which was a hope for Direct X 12 and multi-core processing. If that happens, since single core processing was a the big problem when making big parks, in theory, older PC's will run the new game better than they ran the original. Planet Zoo only has a video spec of GTX not RTX. I think we might be surprised when the spec for this game is similar or just a bit higher than Planet Zoo.
 
I'm gonna be honest, I don't think park size will be a big issue if your are only building one park. If you are building more you obviously will need to trick around a little to get everything on the map,but I've seen pretty big parks in planco 1 and most of them didn't even fill the entire map. It's all a matter of how windy your streets are and how narrow and complex you are building,as some talented builders have proven in the past. Piece count on the other hand might impact performance largely.
 
On PC, the park size was bigger than most of us could handle. Keeping the park size, but being able to put more pieces to fill the current size is what we hope for. It depends on what settings we will be able to use. If they include RTX capabilities, the fps go down; if they include DLSS, the fps go up. So it will depend on many things and I truly hope they have worked them all out so we PC users can have incredible parks. It all depends of how they have optimized the engine and settings. Here is hoping..🙏.
 
On our large projects we had to break the park up into multiple benches...not because the map was too small, but because of the detail we like to put in our parks. Having a larger map available won't change that one bit...
 
I am hoping on Console that we can do bigger/more pieces. Unless I am mistaken, Planet Coaster 2 is going to be PC/PS5/Xbox Series...so the Xbox One and PS4 will not be getting the game. With that said, they should be able to optimize the game for the current consoles and not have to worry about the older consoles like they did with the first game. I have hit the wall (100% on the Oswald Counter) a few times on PS5/Series X...and would love to be able to build larger/more detailed parks. I know there is going to be a counter, I am just hoping that with them not being shackled with the PS4/Xbox One that the space/pieces could be upped a fair bit.
 
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