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Just like how poorly timetabled systems would operate in a perpetual state of lateness, it's now possible exist in a perpetual state of overcapacity. More pax get spawned than can be fit onto trains so you will get more and more and more passengers waiting. This will slow your simulation to a crawl
Turn down pax demand dramatically and slowly increase it if you can see that passengers are getting serviced (that is, the number of passengers waiting at stations goes up and down throughout the day, and doesn't just keep getting larger)
Performance in 1.13.1 indeed was horrible
TL;DR: I bought a Geekom A8 Ryzen 9-based PC (with Radeon graphics) that looks like a smaller, pudgier Mac Mini and HOLY COW the differences are ASTOUNDING - especially since I paid under $800 for the beast.
Details...
Once I got the game up and running, it *flew* - but I *did* notice something that could cause it to perform like my old Hades Canyon PC (2019) in versions 1.12 and earlier.
If, in assets, you call up the Station Capacity % and have continual updates - the game WILL slow down for all the reasons that Carlos mentioned earlier about pathfinding. Other lists that are less dynamic and more static don't affect performance NEARLY as much.
For comparison, when I had the game set to max speed (no UI), the clock was running as fast as when I was 'only' running a Boston-area simulation instead of what I have now stretching from Seattle Washington to Berlin Germany and transatlantic links of Canada/Ireland/UK New Orleans/Mexico City and Portugal/Azores/Bermuda/Atlanta.
Everything from track-laying to any UI response (mouse clicks) to game-start/end are all SO much faster now. Maybe I didn't have enough memory (I went from 16 to 32GB on the new PC)..
As a software developer since the 1970s, I most certainly agree with you. Seeing the difference in performance was like having an epiphany to understanding some of the more technical descriptions you'd given about pathfinding for pax.