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Maybe upgrade your potato? I have no problem running this game, or any of the others in your list.
And what about KSP? 60FPS with 300 parts?
Rimworld, 60FPS with 60 characters?
you can stop lying, it's very obvious.
Lying? lmfao. I never said any of the things you just said. You're the one wanting 60fps at the extreme end of all these games. If you could get 60fps with 500k pop, I guess you would ♥♥♥♥♥ if it dropped to 59fps at 500,001?
All of these games are very playable on a good rig. First thing you need to do is stop playing with integrated graphics.
Tell me have you ever made a game? and please for everyone here show us it. We'd like to see. let me guess you're one of those dumb soy boys who think they're all tough and manly for being an UE4 developer.
But you're obviously so dumb that you didn't even bother to do any research and just hopped on the "lets all hate Unity" band wagon. But of course you're blaming the engine and not your rig or anything else because you're a stupid ♥♥♥♥ with an anime profile picture and a private account so you're either trolling or an imbecile with no brain. You have my pitty.
Pretty much any game that allows the player to go way beyond the basic things will start slowing down, but blaming unity or unskilled devs is easier than making a concurrent game and proving that it's not only feasible but also at least as fast and as cheap.
EDIT: I'd like to point out that most of the games you cited would not even exist without unity being fairly "easy" to learn.
If only they can write that thing in a low level language, the simulation part can be at least 10x faster.
On top of the fact that no Unity game ever can utilize more than 2 threads?
You clearly have no idea how Unity works, the fact that every simulation routine must reside in that same dll file in the same main loop makes multithreading absolutely impossible.
If I'm not mistaken, the Loading Screen Mod uses multiple threads to farm off some of the workload to other cores. However, each time it needs Unity API that has to be done in the main thread for aforementioned reasons.
EDIT: TM:PE dev team are currently sniffing around for threading possibilities and have started profiling bits of the game to find likely candidates (-1 means "not profiled yet"):
Audio avg time: 0 ms
Building avg time: 22 ms
Citizen avg time: 38 ms
Coverage avg time: 0 ms
Economy avg time: 0 ms
Electricity avg time: -1 ms
Info avg time: 0 ms
Instance avg time: -1 ms
NaturalResource avg time: 2 ms
Net avg time: 2 ms
Path avg time: 0 ms
Prop avg time: 0 ms
Render avg time: 31 ms
Statistics avg time: 0 ms
Tool avg time: 0 ms
Transfer avg time: 8 ms
Transport avg time: 0 ms
Tree avg time: 0 ms
Vehicle avg time: 53 ms
Water avg time: -1 ms
Weather avg time: 0 ms
You mean PhysX, the physics engine created to sell a gimmicky "physics card", bought by Nvidia and modified to run as slow as possible on the CPU so that they can advertise their GPUs as being superior in physics acceleration, and now it's in Unity with GPU acceleration totally disabled so it's running on the slowest possible mode?
Could they have possibly bought a worse physics engine? Unity was never ever meant to do any of the things we're using it for today. They can bolt on as many bloat gimmick as they want, the core will always be rotten.
This game will easily max out 8 cores/threads. You seem to think that nit should use them all even on a small city. I mean, do you expect your system to use all 8-core at max to watch a vidoe, listen to songs, play tic-tac-toe?
The game uses what it needs, nothing core. as all games do.
Here is a stress test city I created for bench marking/testing. Load it up and report how long it takes for a single day to expire at x3 speed.
655k population, 80k active agents, 25-tiles (100 sq. km.) mostly full, no workshop nor DLC required. It may be lagging a lot since you only have 4-cores. Any workshop will add to the load and make lag worse. but it should load without issue.
https://steamcommunity.com/sharedfiles/filedetails/?id=723204559
It would help if you at least research a little before posting. Although Unity isn't the best choice for a simulator, it isn't that bad at all. How many of those games did you list actually use 8-full cores? I mean it is equivalent to tracking 80,000 other player simultaneously. How many other games can track even half of that? Besides Simcity 5 (2013)
Most resources are from the active agents (16,000 vehicles and 64,000 pedestrians) roaming the map. (not parked vehicles). As you can see for yourself, this game is very optimized. Not perfect, but very efficient for a small startup company.