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Like, the game is already separated into sectors, which I presume are calculated on statistical basis -- what's holding them from separating sectors into zones calculated similarly and encapsulating everything else into packs calculated at once? (probably except player's immediate area) Calculating everything at once never was demonstrated to scale even in a remotely decent way.
If what's written by KinGT above is correct, no amount of computation time saved will fix the issue as I see it. Even if C++ will run these scenarios 10 times faster, this will transform to only slightly higher actual fleet capacity increase before we hit the same frame rate issues. What I've seen was borderline unplayable even in pretty mild scenarios described above. As such, even in upgraded version, we'd just need a few more big ships with escort to get the same.
Hope I'm getting something wrong here.
Kinda hard yo tell why
One thing I can say, I run on ultra and never drop any fps
Regarding the sudden stutters, I think it's a collision physics thing. I've noticed a pattern of that occurring for a split second when objects touch. Could not tell you what specifically is the most demanding thing about combat however.
I'm not bragging or picking on Op, just saying, it's shouldn't lag in timelines, and if it is, we'll, maybe pc not coaping
The x series has always been loaded down with a meaty scripting engine and no ability to harness multicore cpu power. It is a legacy issue from a decades old game.
X tries to be a massive galaxy sim, but it unfortunately doesn't have the game engine needed to back it up. That is a pretty big debuff in current year, heck it has been a debuff for over a decade now.