Parkitect

Parkitect

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Will Jan 2, 2019 @ 11:42am
Bought this game because of disappointments with PC
And it's a Unity game, again, why sabotage your own games with this ♥♥♥♥♥♥ engine?
I can see this game is well optimized and the devs did a good job with everything they have control over, but the engine clearly just can't handle it. If I open a large park with ~2000 guests the framerate tanks to lower than Planet Coaster, even though that game has much more detail and much more advanced graphics effects.

What is the biggest problem with such simulation games in 3D? Drawcalls! PC didn't use DX12 either but at least they did something about it on the engine level, but clearly nothing can be done about draw call limitations in this game, and it also uses the same modular scenery system that just spams objects all over the screen.
The problem is quite obvious, when you zoom out the game lags to a craw and my GPU isn't even close to maxed out. But when you zoom in it's somewhat smooth again, so CPU simulation clearly isn't the problem, it's drawcalls, what else could it be?

I swear Unity is the greatest pitfall for indi games on Steam, great concepts and decent dev teams have their games killed by the ♥♥♥♥♥♥ engine they picked just because it is easy to use.
Kerbal Space Program ♥♥♥♥♥♥physics engine desinged specifically to be slow on CPU)
Cities Skyline (draw call limitation)
Parkitct (draw call limitation)
Two Point Hospital (simulation routine too taxing on slow ass .net)
Rim World (simulation routine too taxing on slow ass .net)

There should be a tag on the Steam store that says Unity, so I don't have to waste any more time when people try to make games that Unity clearly cannot handle.

Yes I know it's fine with smaller parks, like I said so long as you don't exuhst your CPU cycles the graphics is so light my GPU isn't even 50% utilized on 4k. But then I might as well play a mobile game, or RCT2, except RCT2 can also handle large parks.
Last edited by Will; Jan 2, 2019 @ 11:50am
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Showing 1-14 of 14 comments
REAPER Jan 2, 2019 @ 12:47pm 
I dont have to any issues running this game at all.
nick Jan 2, 2019 @ 12:48pm 
Mmm that what put me off Planet Coaster besides the non-existent management. Not only this but it seems the physics engine has been locked to the default unity setting of 50 ticks per second. Resulting in judder for all the coasters.
aecrouch7413 Jan 2, 2019 @ 1:02pm 
Originally posted by I - ROADRAGE - I:
I dont have to any issues running this game at all.
I don't have any issues running this game either.
clvnhbs Jan 2, 2019 @ 1:10pm 
Me neither. And I'm playing on an 8 year old laptop with integrated graphics! Granted I haven't had a park with 2000 guests, but given how old my cpmputer is I'm wholly surprised at how well this runs. I'm on mission 7 in the campaign and so far, no lag or stutter or anything of that sort.
Wylie28 Jan 2, 2019 @ 5:52pm 
Buddy mutli-threading draw calls isn't going to change much anyway. The bottleneck for both games is the AI thread. The drawcalls aren't holding back the AI thread anywhere near as much as people think. DX12 would only offer a 10% performance improvement in PC. And at 30 fps, that is only THREE extra fps. Extremely insignificant.

SImply put, 2000 AI that actually interact with the world is A LOT. There is a reason games generally limit thier AI counts to a ~20.

Idk what makes you think your hardware is so magical. How other games perform is irrelevant. They don't have anything near as taxing on your CPU. The AI is a lot of work for your CPU. And it can only do so much. The year a game is released is irrelevant. It's all about the amount of work required. And for 2000 AI. That is a lot even for high end hardware/
Last edited by Wylie28; Jan 2, 2019 @ 5:55pm
Wylie28 Jan 2, 2019 @ 5:57pm 
Originally posted by nick:
Mmm that what put me off Planet Coaster besides the non-existent management. Not only this but it seems the physics engine has been locked to the default unity setting of 50 ticks per second. Resulting in judder for all the coasters.

Actually that is that track. The coaster car's rotation is simply a normal of the track's. So the "judder" is just the car going from track section to track section. (on a model basis, not coaster builder basis) Physics is delta timed in PC so it runs at whatever FPS the game does.

Why do people insist on making things up?
Last edited by Wylie28; Jan 2, 2019 @ 5:57pm
simon Jan 2, 2019 @ 11:28pm 
Originally posted by Wylie28:
Buddy mutli-threading draw calls isn't going to change much anyway. The bottleneck for both games is the AI thread. The drawcalls aren't holding back the AI thread anywhere near as much as people think. DX12 would only offer a 10% performance improvement in PC. And at 30 fps, that is only THREE extra fps. Extremely insignificant.

SImply put, 2000 AI that actually interact with the world is A LOT. There is a reason games generally limit thier AI counts to a ~20.

Idk what makes you think your hardware is so magical. How other games perform is irrelevant. They don't have anything near as taxing on your CPU. The AI is a lot of work for your CPU. And it can only do so much. The year a game is released is irrelevant. It's all about the amount of work required. And for 2000 AI. That is a lot even for high end hardware/

^This. And TBH if the OP has issues running RimWorld then the problem is hardware related at his end.
O_o Jan 3, 2019 @ 3:52am 
had most problems with Graveyard keeper. Two Point can stuttering in late game.
Parkitect is okay, if u dont have to much items etc.
Will Jan 4, 2019 @ 4:51pm 
Originally posted by Wylie28:
Buddy mutli-threading draw calls isn't going to change much anyway. The bottleneck for both games is the AI thread. The drawcalls aren't holding back the AI thread anywhere near as much as people think. DX12 would only offer a 10% performance improvement in PC. And at 30 fps, that is only THREE extra fps. Extremely insignificant.

SImply put, 2000 AI that actually interact with the world is A LOT. There is a reason games generally limit thier AI counts to a ~20.

Idk what makes you think your hardware is so magical. How other games perform is irrelevant. They don't have anything near as taxing on your CPU. The AI is a lot of work for your CPU. And it can only do so much. The year a game is released is irrelevant. It's all about the amount of work required. And for 2000 AI. That is a lot even for high end hardware/
It obviously isn't because when you zoom in, you don't lag as much, the AI thread would be running all the time.

Also even if that was the case it doesn't excuse the game, in 2018 the AI thread should be multi-threaded as well. Whenever my favorite game has a problem, it is because it doesn't have a problem, it is simply a result of being much better than anything else.

For people saying that they don't have any issues, do your parks have 2000 guests? and you are running 60 FPS on an old laptop?
Last edited by Will; Jan 4, 2019 @ 4:55pm
Will Jan 4, 2019 @ 4:52pm 
Originally posted by Sara:
Please try running the steps listed on this link to fix your performance: https://www.techadvisor.co.uk/how-to/pc-components/how-set-default-graphics-card-3612668/
No thanks, I'm pretty sure it is running on my water cooled Titan X because I don't have any intergraded graphics card on the X79 platform.
Will Jan 4, 2019 @ 4:57pm 
Originally posted by G_o.Q:
had most problems with Graveyard keeper. Two Point can stuttering in late game.
Parkitect is okay, if u dont have to much items etc.
Considering the scale of Two Point hospital, the optimization is truly abysmal.
I mean have you played Rim World? The game concept is kick ass but my god the performance, it's a 2D game and it can't even run a few dozen characters.

Where as RCT2 can handle many tens of thousands of 2D sprites on screen.
Ah the good old days of efficient assembly programming, not any of this Unity .net script language BS.
Last edited by Will; Jan 4, 2019 @ 5:02pm
Will Jan 4, 2019 @ 4:59pm 
Originally posted by nick:
Mmm that what put me off Planet Coaster besides the non-existent management. Not only this but it seems the physics engine has been locked to the default unity setting of 50 ticks per second. Resulting in judder for all the coasters.
Except Planet Coaster doesn't use Unity.
Sebioff  [developer] Jan 5, 2019 @ 4:04am 
You're making a lot of assumptions here that are wrong. Drawcalls have a cost for sure, but they are usually not the bottleneck in this game (they used to be 3-4 years ago when Unity really was pretty bad with drawcalls, but a loooot has changed since then - I think a lot of your wrong info might be remnants from that time?).
Guest AI is multithreaded and requires about 5-10 draw calls when you zoom out on a busy park. The only way this would tank your performance is if you were using a single core CPU with an integrated GPU. If you have a fairly modern system it could theoretically handle 10-20k guests without much issue, although most parks won't have that many.
I don't want to speculate about the performance of other games because they are completely different from this game with different technical challenges, so that's pretty pointless.

To figure out what's really going on it would help if you could post your system specs (in Steam, go to Help -> System Information), the FPS you're seeing, post your log file (located at C:\Users\[Your Windows Username]\AppData\LocalLow\Texel Raptor\Parkitect\output_log.txt) and ideally also post the savegame that's giving you trouble.
Last edited by Sebioff; Jan 5, 2019 @ 4:18am
Merc May 26, 2019 @ 2:01am 
Apologies for bumping an old thread.

I agree with Will that it has to be something to do with Unity. I have the exact same issues as him with this game and we are not the only ones. The frame rate drops considerably when it gets to 2000 guests.

And like Will I had the exact same issue with 2 Point Hospital slowing down in late game.

Cities Skylines also runs like a pile of **** and can't seem to keep the frames at a stable 60 after 5 minutes of play.

Unity is the bane of the gaming industry.

Last edited by Merc; May 27, 2019 @ 6:21am
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Date Posted: Jan 2, 2019 @ 11:42am
Posts: 14