Suggestion to Frontier: How to Fix FPS drops

Hi Frontier dev team!

First of all, thank you for the effort in making this amazing game. It brings so much pleasure to have a zoo simulation game like Planet Zoo, with all the nice visuals, animals, environment effects, and lots of customization available.

However, like Planet Coaster, this game suffers by lagging once we have bigger parks and simply because there are many guests.

At this point I am going to assume that each guest object counts as 1 guest in the guest counter shown in the UI. I also assume each guest object has their own behaviors attached to each individual, hence making the PC calculate so many things the more guests we have.

Will it be possible to implement a guest multiplier property to each object and have a mechanism in the game so that guest count does not mean same number of guest objects?

For example: initially, a park will have 1 guest count = 1 guest object. When the park reaches 1000 guest objects, guest multiplier becomes 2. It means any new guest object that will spawn at the entrance counts as 2 guests in the guest count.

So a park with 2000 guest count will only have 1500 actual guest objects in the game. It should cut down PC calculations for guest behaviors by 25%.

The same guest multiplier can be used to multiply their pocket money as well to ensure ticket sales and other guest purchases are multiplied by the same factor.

Then, reduce the guest spawn rate at the entrance by the same factor. So, at 1000 guests in the park, guest spawn rate will be reduced by 50% (but each spawned guest object actually means 2 guests with 2x pocket money to spend)
 
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