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Games are not a symmetric-parallel compute task. Games have a main thread, and delegate certain tasks to other cores, where the out-of-order execution of those tasks won't break the game logic (things like physics simulation)
What you're imagining isn't how games work... ever.
It could maybe be improved, much like the X games managed to get their sim to go from a 4 core hell fest to a 12 core 80% utilization improving game performance greatly. Or even CiM to CS.
End game though will always be the same. Think of that as opening program after program on your computer, at some point it will stop.
I'm sure the same can be done for people and traffic in TpF if not done already. But as we all know population rises and CPU demand rises quite dramatically.
Yeah we need to keep reminding people, end game will always drop. No matter what.
But with a map editor, we can make maps huge with less going on for later game if need be. But I never go bellow 20fps anyway.
I will be checking out the game on my home server once out to see how it handles 24 threads. If not already tested by someone. But looking at Urbans video, I doubt much has changed as that looked laggy once he had a few things going on.
lol joking, but yeah honestly they could do better in many areas, but personally I think they need to improve in the FPS department most of all.
The only way to make significant performance improvements would likely be to abandon some of the simulation complexity, and make agents more of a cosmetic layer, as in Cities Skylines, rather than being directly tied to the simulation.
In short... Transport Fever has always been ambitious and focused singularly on emergent simulation rather than faking it for visual appeal... and with that comes performance costs.
They've done an amazing job already considering what the game actually achieves.
As things stand, agent-based simulations are inherently performance-sinks. Unfortunately the only way to improve performance in the end-game is to put a cap on agents, and to play on smaller maps. At the end of the day, the more powerful your CPU, the better your chances at staying off the inevitable. Unfortunately, the inevitable will get you in the end. That's what happened in CiM, CiM2 and Simcity (EA). It's what happens in all agent-based simulations that allow for unrestricted agent spawn. Can't have the cake and eat it too.
I should think offloading graphical bling was the first thing they did. I mean, most is implicitly offloaded anyway - to the GPU.
The performance is likely entirely bottlenecked by the underlying simulation at this point.
Honesty, if you have 100 and 1000 agents, they will distribute almost identicaly (statistics) so why to compute 1000 if 100 is good enough and rest can be just multilicated.
Id prefer a game about transport than sims (agents).
With my i-9 system configuration, it's a rare piece of software that makes my system hiccup.
But as Dirty Harry once said..."A man's got to know his limitations". smiles.
Now, while all this might hold true for TPF1 and TF, we're just speculating here. That's why it's imperative for developers and streamers to show us late-game gameplay on an average CPU. I am slightly miffed that they have not, and it's what's fueling this whole discussion.