Planet Coaster
Terrible terrible optimization (i7 8700K; 1080Ti 10FPS)
Hey,

So last year I purchased this game and ran it with i5/660Ti - when I complained about poor optimization I just got the answer that my PC is too low to run this game. Now that I bought new highend I am back to complain again.

I got GTX 1080Ti that runs at max at 30% usage and the i7 8700K runs maximally at 60% so there's no bottleneck. Yet I am stuck at annoying 5-10 FPS. Got the latest drivers ofc.

DO SOMETHING!
Setting are all maxed out. Feel free to have a look at the screen attached.

{ССЫЛКА УДАЛЕНА}

EDIT: Btw. I just noticed that it doesn't matter if my setting are at the lowest preset + FHD resolution or Ultra preset (+customly maxed out even more) + QHD settings - I am stuck at 10FPS all the time

EDIT2: I noticed there are plenty of optimization complaints but I guess nothing has changed since they were made. People are suggesting to cap guest count at 2000 but that is not really a solution right? I want my park totally bombed, not a few people wandering around.. That's just ridiculous
Отредактировано Drasta; 7 янв. 2018 г. в 6:20
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Сообщения 136150 из 183
Автор сообщения: Tony Soprano
To those of you who are complaining about FPS. I am running an AMD 4300, with 8GB of ram and an RX480 4GB on Windows 8. I have no FPS issue's until my park gets to 10k guests give or take a thousand. Even then, my FPS drops from around 70 to around 50. So I really don't see what this "optimisation is crap" is all about...

If you're struggling on that system then you've got internal issue's, as people with lesser specs(such as myself) are getting no issue's.

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
Автор сообщения: Tony Soprano
To those of you who are complaining about FPS. I am running an AMD 4300, with 8GB of ram and an RX480 4GB on Windows 8. I have no FPS issue's until my park gets to 10k guests give or take a thousand. Even then, my FPS drops from around 70 to around 50. So I really don't see what this "optimisation is crap" is all about...

If you're struggling on that system then you've got internal issue's, as people with lesser specs(such as myself) are getting no issue's.

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.
Отредактировано Bongo; 18 янв. 2018 г. в 5:30
I get low FPS on my iMac Pro with Win10, even with a empty park…… I have already try every setting on AMD radeon pro, and different resolution and graphic setting in game, but no one has work……only planet coaster have this problem, other games are running well……

3.0GHz 10-core Intel Xeon W processor
64GB 2666MHz DDR4 ECC memory
Radeon Pro Vega 64 with 16GB of HBM2 memory
Автор сообщения: Cyonden
Автор сообщения: Tony Soprano
To those of you who are complaining about FPS. I am running an AMD 4300, with 8GB of ram and an RX480 4GB on Windows 8. I have no FPS issue's until my park gets to 10k guests give or take a thousand. Even then, my FPS drops from around 70 to around 50. So I really don't see what this "optimisation is crap" is all about...

If you're struggling on that system then you've got internal issue's, as people with lesser specs(such as myself) are getting no issue's.

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


Blah blah, I have epic system nothing is wrong, must be the game.:steamfacepalm:
I wont read 10 pages but Im asking anyway. Have you tried not using mining settings in Afterburner: set the card to default ?

I have similar specs and I dont have your issue.
Отредактировано Kangourou; 19 янв. 2018 г. в 13:01
Автор сообщения: Tony Soprano
Автор сообщения: Cyonden

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


Blah blah, I have epic system nothing is wrong, must be the game.:steamfacepalm:

Lol your specs are by no means EPIC LOLOLOLOLOL
I just start to get bad performance when the visitor amount starts to spike from 2000-3500 I guess in that range. I use a 1050, with i5 2.9 processor. windows 7 64. I mean it's do-able to play and what not, its just choppy with x3 speed of course, as well as a some even on normal play speed and its those times when I wish I could just get the challenges done and over with so I can move onto the next park and hope to use new things early on. :)
Отредактировано wufei88; 19 янв. 2018 г. в 7:13
I have decent rig, nothing special. I can run GTA5, War Thunder, and Fallout 4 in high detail and generally never get less than 30-40 fps, and I expect 60+ most of the time.

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.



Отредактировано Young_Nastyman!; 26 янв. 2018 г. в 20:27
An fps engine is optimized to show you the front face of buildings, textures and bumpmaps, and even GTAV has limited draw distance and levels of detail. That is nothing like what you are seeing with this game. This game is more like a 3D modeling application. Each object has thousands of polygons that you are drawing from any angle, any perspective, any zoom distance. Any average home user system will bog down when presented with a massive polygon count. Add the particle systems, the animations, the textures, the pathing, etc. and you are talking about a heavy cpu load along with a heavy graphics load.

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 just finished working on my park a bit. Even with the game paused and the camera motionless, I still am sometimes limited to under 10 fps.

I still don't see how physics and particle effects reduce me to 10 fps on pause.
Отредактировано Young_Nastyman!; 19 янв. 2018 г. в 19:27
Автор сообщения: Al*CaPWN!
I just finished working on my park a bit. Even with the game paused and the camera motionless, I still am sometimes limited to under 10 fps.

I still don't see how physics and particle effects reduce me to 10 fps on pause.
the polycount can have a big impact on this if you have some crazy building designs that have more then 1k or 2k peices specaily if you overlap them this can have a big impact on performance some of the custome ride skins building i seen on workshop are very detailed and if you do the entire park like this you can easily get more poly count then a game like gtav would have wich is why you have 8 fps on this game and 60 fps on that game both games are cpu heavy
Отредактировано 123; 20 янв. 2018 г. в 0:52
I stopped playing this game exactly for this reason, super crappy optimization. Oh well, won't make the mistake of buying another product from this company.
Автор сообщения: Mastashake71
I stopped playing this game exactly for this reason, super crappy optimization. Oh well, won't make the mistake of buying another product from this company.
i totaly agree with ya i noticed i cant even get past 2k guest on a ryzen threadripper 1950x 16 core 64gddr4 ram 1080 TI i mean if that set up cant even handle 2k guest then why is this not fixed yet lol
mine runs fine with worse specs than you, there must be sumtin on ur comp causeing it to lag, u have alot better specs than me lol
Same problem here I7 8700K oc'ed to 4.9Ghz, GTX970, 32Gb Ram, SSD only 9-11 fps. However, after firing all the staff (must be over 100 !) closing the park and setting the guest limit to 1 it gets better. Set simulation speed to maximum and watch the guest count, as it goes down, fps begins to go up. Interesting thing while observing this exodus :-) : while people exit the park they begin to fill the paths completely while going to the exit-tunnel. Fps is still quite slow even with 1000 guests lining up to the exit-tunnel but when there's no more lining up on the paths fps really begins to go up. When there's no more lining up on the paths I have 26-28 fps, this enough frames to experience fluid ride experience.
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.

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Дата создания: 7 янв. 2018 г. в 6:01
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