Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
What resolution and graphics setting are you running?
"Games of low resolution" have nothing to do with the low poly style of a game. The polygon count and the resolution are two different things. If you have a display with a higher refresh rate, the game will try to match it, as the vsync count is set to 1 by default. This would increase the GPU usage compared to a lower refresh rate system. If you disable vsync in any game, the game will try to achieve the highest FPS (assuming there is no FPS limit) your system can offer, maxing out your GPU usage. This applies even to 2D games, so it wouldn't matter whether the graphics are intensive or not.
Old Market Simulator is heavily designed with low polygon assets, which, of course, help with performance compared to higher polygon games. However, features like ocean rendering, reflections on the ocean and realtime lighting are still performance intensive operations for the GPU. There is always room for improvement and we try to make optimizations with our updates. Please also note that we may not always have the answer right away to all technical problems, meaning we have to do research before executing the right action.
We are actively listening to our community's feedback and take action alongside our own agenda. Unfortunately, we cannot address every issue or suggestion immediately. We continue fixing bugs and making optimizations, such as the recent lighting improvements, while simultaneously introducing new content. Being a multiplayer game also makes things a lot more time consuming than usual. Apart from development, we also have to provide support, engage with our community and work on marketing.
We value everyone's opinion, but just because we may not always be on the same page with you on something specific, or it may not be a priority yet, does not mean "the devs don't care."