Subterrain: Mines of Titan

Subterrain: Mines of Titan

View Stats:
lorenz Mar 24, 2024 @ 12:44pm
Simulation type?
In the settings, you can change the simulation type from simple to full.
What does that do??
< >
Showing 1-8 of 8 comments
Mmm Mar 26, 2024 @ 3:06am 
- Added a new settings option, "Simulation Type." This optimization to the main simulation engine allows for faster performance by simplifying off-level simulations. This option may be beneficial in late-game situations, especially for less powerful PCs.
XcopperX Aug 24, 2024 @ 7:55pm 
Originally posted by Mmm:
- Added a new settings option, "Simulation Type." This optimization to the main simulation engine allows for faster performance by simplifying off-level simulations. This option may be beneficial in late-game situations, especially for less powerful PCs.

That literally provided NO help. Which option does what?
PhamTrinli Oct 6, 2024 @ 12:47pm 
I would also like to know what exactly each simulation type setting does. The provided quote does not really answer this question for me.

Also, can we get mouse-over descriptions of each non-standard setting in the settings menu?
By 'non-standard', I mean something that you don't normally see in every game.
Last edited by PhamTrinli; Oct 6, 2024 @ 12:48pm
➕⁺+₊ ⁺ Oct 7, 2024 @ 10:22am 
The way I see it - all the interactive objects in the game (resource nodes, NPCs, monsters, etc.) have assigned routines, to each one of them, and by endgame there may be thousands of those objects that the game must process each turn (replenish ores/plants, move monsters, move NPCs to workplace/beds to sleep or work and so on). So this "simplified" mode does just what is said in the patch nodes - simplifies some of those calculations so the game eats less CPU time each turn
PhamTrinli Oct 7, 2024 @ 11:57am 
Originally posted by Warden:
The way I see it - all the interactive objects in the game (resource nodes, NPCs, monsters, etc.) have assigned routines, to each one of them, and by endgame there may be thousands of those objects that the game must process each turn (replenish ores/plants, move monsters, move NPCs to workplace/beds to sleep or work and so on). So this "simplified" mode does just what is said in the patch nodes - simplifies some of those calculations so the game eats less CPU time each turn

Why would anyone ever simulate NPCs moving around or interacting off-screen? Isn't that a bit like rendering the backsides of polygons that no one is ever going to see (opposite of culling) ?

If that is indeed what is being done, then I think I begin to understand some of the restrictions in place on movement speed and also maybe why it takes so long to save game even on a top-end system..
Last edited by PhamTrinli; Oct 7, 2024 @ 11:57am
➕⁺+₊ ⁺ Oct 7, 2024 @ 2:25pm 
Originally posted by PhamTrinli:
Why would anyone ever simulate NPCs moving around or interacting off-screen? Isn't that a bit like rendering the backsides of polygons that no one is ever going to see (opposite of culling) ?

If that is indeed what is being done, then I think I begin to understand some of the restrictions in place on movement speed and also maybe why it takes so long to save game even on a top-end system..
Nah, rendering has nothing to do with it (or anything related to graphics) it's all about simulating life-like activities i.e. various logic that updates internal states of objects. But yeah, long loading/saving times are most probably related to all that massive amount of data and logic bound to it
PhamTrinli Oct 7, 2024 @ 3:13pm 
Originally posted by Warden:
Originally posted by PhamTrinli:
Why would anyone ever simulate NPCs moving around or interacting off-screen? Isn't that a bit like rendering the backsides of polygons that no one is ever going to see (opposite of culling) ?

If that is indeed what is being done, then I think I begin to understand some of the restrictions in place on movement speed and also maybe why it takes so long to save game even on a top-end system..
Nah, rendering has nothing to do with it (or anything related to graphics) it's all about simulating life-like activities i.e. various logic that updates internal states of objects. But yeah, long loading/saving times are most probably related to all that massive amount of data and logic bound to it

I know it has nothing to do with graphics but simulation is generally CPU expensive. Look at stellaris. That gets to be a nightmare on even medium sized maps in late game.
➕⁺+₊ ⁺ Oct 7, 2024 @ 3:23pm 
Originally posted by PhamTrinli:
I know it has nothing to do with graphics but simulation is generally CPU expensive. Look at stellaris. That gets to be a nightmare on even medium sized maps in late game.
oh, think I read you wrong then. Well, this is a Unity engine game, it's flexible but probably not flexible enough when you want to implement some non-standard stuff, like massive scale simulation here. That's my best guess.
< >
Showing 1-8 of 8 comments
Per page: 1530 50