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mine is:
i5 6600k
16gb ddr4
r9 280x
win 7 ult 64
130K pop, 1K in transit in my central train station, 22 fps, anywhere else on map around 35fps, else about 40-60 on zooming out. Graphics... ah yes, they were at everything max on my system, i think i turned down shadows to far instead of very far, and i flipped something else too. oh, and i'm only on 1080p.
from the 8gb footprint it looks like you have a lot of assets installed, which may be bogging down your system.
i'm not sure if the game continues calculations when paused. but what you can do is get a mod with a game play speed slider. it slows the *entire* game down, but not the fps. so the camera is stiff and slow and the game is slow, but the framerate is smooth. why would you want to do this? because you allow your cpu more time to do stuff before more stuff happens. once it has recalculated all the paths, you can speed up the game to normal speed.
So imho, it have nothing to do with the amount of inhabitants or tourists. It's because of many assets, mods and buildings with many tris me thinks.
It has nothing to do with poor program, although it could be improved with better programming.
EDIT:
Erased my false accusations and apologized to Sonic for my bad behavior.
Clock speeds are just marketing.
Actually my new 6-core i7-5820k @ 3.3GHz runs the game better than my old 4-core i7-4970K @ 4.4GHz.
I expected a slight improvement of about 25%, but got about 50%. I think the large 15MB cache on the 6-core help a lot over the 8MB cache of the 4-core.
But the game was still lagging because the Unity game engine was tapped out.
Neither of those videos are an extremely poor example of performance for this game. Those video measure Frames Per Second (FPS) and that is irrelevant in the game. This game is CPU bound, not GPU bound.
For example, when I tested my dual core i3-4370 3.8GHz I was able to hit 6-tiles full and around 150k iirc on my 650TI @ 1080p max graphics and I was around 30-40FPS. But I lost my x3, x2, and even my x1 speed and I was probably ten per cent of my x1 speed. My traffic was lagging as hell. But my frame rates were still 30-40 FPS constant. My CPU was maxed out 100% and ,y GPU was barely breaking a sweat.
So FPS aren't the stick to measure this game by, it is the number of agents it can manipulate. That Los Santos map is a very, very light load and highly optimized city. They should have used my 25-tile city that was maxed at 64k citiens and 16k vehicle agents. Even my 6-core i7-5820k was lagging bad with those agents and probably only half x1 speeds. My CPU was practically idling at 40%.
Here's my 655k city. I think this one was optimized a little to be below max limits by a little so I could continue my game.
http://steamcommunity.com/sharedfiles/filedetails/?id=723204559
Compare this with hyper-threading on/off or 2,4 or 6 cores. This will give you an idea of what kind of CPU this game needs. That is if you plan on building huge cities or attempt 1million population.
p.s. I don't use mods on my games except the 25-tile unlock, but you can safely unsubscribe to that mod after unlocking all of the tiles.
If I followed the arguement correctly, should that have been GPU idling at 40% ?
"Wow, I just noticed. you totally wrote a bogus thread, you don't even own that computer. lol;
Nice try troll!!!"
I am glad that they know everything better. I can send you the bill, € 2.500, -. I am 61 years old and do not need to brag about it. I am working with computers for 30 years and I know exactly what I'm talking about.
It is therefore not in order if they subordinate a lie to someone!
In addition, it has very probably to do with the programming, as it turned out.
A CPU utilization of only 40% and no utilization of the graphics card or the RAM memory clearly indicate this. There is, however, a clear link between the number of active assets and the framrate.
Actually I have 1020 Assets and 115 mods active. The mods are not the problem, they load the system only slightly.
Loading times are exclusively asset-dependent, framerates are object-dependent. The more people and vehicles you see, the more the framrate breaks in. The CPU utilization differs here only by max. 10%, if you have more or less people on the road.
The low framerates only occur at the strong zoom, e.g. to a vehicle or a group of persons.
In the normal case the framerates move between about 60 and 35 FPS. This can be achieved with a far weaker computer.
My prevoius system was:
TOSHIBA Notebook Qosmio 870X 13Z, Intel® Core™ i7-3630QM, NVIDIA® GeForce® GTX 670M, 16GB RAM.
I'm sorry, but they have no idea of hardware. It is very important how many cores, not threads, work. This has absolutely nothing to do with the clock frequency. For the rest, my cpu automatically clocks up to 4.5 Ghz.
The new games are all programmed to use multiple cores. Only in older games you have to assign the kernels manually via a configuration file. This happens e.g. at the MS Flightsimulator. This simulation is only programmed for one core, but only with the compulsion to use more cores runs the game much better. It is therefore a substantial difference.
The increase of the clock frequency by exchanging the processors has brought little to nothing.
With CS, the error is unambiguously at the programming. This is already noticed when using different directX versions. In a notebook there is the temperature load of the CPU by using DX11 20 °C higher as by the using of DX9.
It's also possible, that a mod has an instruction, that is only running on one core, and maxes out this core to 100% and the other cores are waiting for it to finish, because the game can only continue, once the instruction is finished.
The game *DOES* support multi-threading and -processing. All my four cores are always at 95% when the game runs.
It's something with your system, stop trying to put the blame on the devs.