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The management part of trucking isn't being expanded as much as having more stuff for you as a driver to use.
What are you talking about ?
I'm talking about the CPU being able to handle 300+ employee drivers on the road at once, that would be alot of Physics Based AI for the cpu to process
Look at Cyberpunk 2077 as another example, it has a setting called "Crowd Density" (again Physics based AI) and even a 8 core, 16 thread cpu would get really close to maxing out with that set to High in some parts of the game
Thx for the answers, much appreciated! Happy trucking :)
What would you want to process the trucks that are 5+ kms away ? You cannot see them, hence you don't need to generate them. The game spawns at best 50 AIs around you, and doesn't struggle with it. How many of them are actually yours, 1, 2 or 0 ?
NB: Cyberpunk 2077 is that ONE example I wouldn't use to explain anything.
Also, I don't pay THAT much attention to the traffic on the other side of the road while I'm driving. I use some traffic mods to add variety to the traffic being spawned, but I'd likely not even notice my own fleet drivers whether they had a unique livery or not. On those rare occasions I'd likely be trying to avoid something on my own side of the road and miss them anyway! ;)
Otherwise it would not be possible in driver mananger and truck manager to be able to see where on the map they are in map viewing.
However, I do not think that these calculations happen all the time, but only when one is in driver manager map view or truck manager map view
Its not actually that hard. Games like the X-series did it decades ago on pentium spec systems, with vast player fleets of hundreds of vessels travelling across 50+ sectors of several KM of 3d space. All of which had the option of multiple variations, weapons, colours, etc. And it had AI scripting running constantly for all the other ships in the area, not just your vessels. And yes, it kept track of all of them in real time which you could watch from the map screens.
You just need enough computing power. However, SCS customers tend to be of the potato persuasion which factors in heavily in what they add and do with the game.
So the thing would be the following: It costs quite some performance for something that has virtually no effect on the gameplay at all.
We know some facts about our drivers:
. speed limit of 55 MPH
. only highway, no backroad
. no detours or events
. from town A to B then B to A
How much computing power do you need to find where they are on xxx miles trip with a constant speed of 55MPH, after 1h or 2h of driving ? The computer used to go to the moon in 1969 could that in less than 2 seconds for your 300 drivers. Add 1 second if you want to know if they are anywhere near you.
We do have warnings that Driver X, Y and Z finished their deliveries while we play, not while we're looking at the map, so the computations to where they are on their trip is constant.
What other very different games might have done has, I expect, little bearing on this game...