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Сообщить о проблеме с переводом
LMAO *sigh* if only you read the thread from the start you would know this has almost nothing to do with the power of the hardware. Its more about optimization for more cores, and a talk about the dx 12 pros and cons. Please read next time
Download his park and then test it youself. it's clearly an engine limit and has little to do with hardware. i've not had any issues with my own parks, but that one i get no more than 15 fps regardless of how many guest there are or what setting i use.
3.0GHz 10-core Intel Xeon W processor
64GB 2666MHz DDR4 ECC memory
Radeon Pro Vega 64 with 16GB of HBM2 memory
Blah blah, I have epic system nothing is wrong, must be the game.
I have similar specs and I dont have your issue.
Lol your specs are by no means EPIC LOLOLOLOLOL
When I run PC with an empty or nearly-empty park, I can expect the same 60+ fps.
But I have a very detailed custom park I have been working on for a very long time. I couldn't tell you how many items it contains but the number is astronomical. Even when this park is empty of everyone but the janitors and mechanics, I get no better than 12 fps. If I add any significant number of guests at all, I get 8-10 fps.
As I said, the park is detailed. But it's no more detailed than GTA or Far Cry or Dying Light or Fallout, all of which perform much better on my rig. It's hard for me to believe that the park I built is enough to choke my GPU while driving 100 MPH throgh the forest in GTA 5 isn't.
Not only do I get suspiciously low fps, I also now deal with about a 500ms input delay while I work on my park.
To me, all signs point to an optimization problem. And I really hope it's fixed, because I have put hundreds of hours into my park so far, with probably a hundred more before it's finished.
I hope someday it might be possible to actually play it.
Could they optimize the game some more? Sure, maybe. But there is no real comparison between this engine and a shooter or even GTAV. Apples and oranges, friend.
I still don't see how physics and particle effects reduce me to 10 fps on pause.
Now looking at this I'm wondering if not only the AI of people but also people trying to pass each other is the problem here. The paths in the park are quite narrow and the park has a lot of visitors and they all have difficulties passing each other, maybe the algorithm to pass causes a lot of overhead? Maybe this park would run better with paths that are wider?
I also read that PC is single threaded, my CPU has 6 cores, with Hyperthreading on 12 cores. So by setting CPU affinity on the Panetcoaster.exe process I only allowed the process using 1core on core1, core2 ..and so on. Result only 1 fps, the more cores assigned to the process the faster the fps, so PlanetCoaster seems to use all my cores so PlanetCoaster = multi threaded?
One last thing but off topic while firing everyone and waiting until everyone left, the guest counter showed that not everyone left the park. The fired entertainers kept entertaining a group of people forever and these people didn't leave the closed park. But you can free these people by moving the entertainer to another location. The loop breaks, people go home and the entertainer leaves the park in a very unhappy mood...looks like a bug to me.