Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I haven't lagged in a while but I have 64gb and 20 cpus (early I9 processor) but only a 3k series graphics card. I tend to keep my population smaller, though.
The only times logging matters is when a zone is freshly marked for logging, so ready trees need to be marked, or if a tree reaches maturity, so it needs to be marked. That's not even a penny of CPU effort.
A logging beaver would simply check for a nearby marked tree. Area searches are expensive and ripe for optimization, but it's also something that happens so rarely it barely registers as a computing demand.
-Water physics.
-Pathfinding.
Based on other comments, there may also be a problem with render object counts like many trees or levees.
The game usually runs much better on 128x128 maps and smaller.
Water physics is likely made much worse in the current experimental branch due to recent change with irrigation.