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You just need to accept that there is a combination of guest and part count that will cause your FPS to drop below what you find acceptable.
Nothing you are the devs can do will help much. Everyones computer will hit a point when their FPS starts to drop and continue to do so as guest and part count increases.
Here are things that can help:
Use animatronics sparingly.
Set the maxium number of guest allowed into the park. Adjust until that number results in an FPS you can live with.
Be conservative when creating custom buildings. Do your best to use as few parts as you can get away with and still get the resuts you want.
Do not have too many buildings where you include custom walls, domes, spires and similar. They tend to require many more parts than the ones provided in game.
Use screens sparringly. When using them select the low res images or movies.
I agree I been wondering the same thing.
I doubt there is but it is worth a try to ask! If not then I will just limit my guests :(
For your machine, setting max number of guests... or pausing game when wanting to build... is your best option.
Are you CPU or GPU bound?
I see plenty of people parroting the same thing about SLI, but considering the new profiles NVIDIA adds and the games it works on, I'd highly recommend it.
Is this actually true however? I've only just started playing this game and, as my park size and complexity increased, all 12 'cores' on my 8700K went up to about 85% load, but this was a uniform increase. I took this to mean the game was well multi-threaded, something of a rarity even now.
"The game engine will scale the tick rate of the simulation to fully utilise your CPU. "
Ah, that explains the uniform increase in CPU consumption. I guess I did not reach the tipping point for the game to experience performance degradation though.
Yes, thank you, great CPU. I moved from an i7 6800K, which was a bit weaker for games, which are often still bound to a single game loop thread and like fast single core overclocks.
Planet Coaster can adjust the simulation refresh rate depending on the performance of a park and as such the available CPU capacity. The simulation, such as guest and staff behavior, is spread over multiple threads. However, due to a limitation in DirectX 11, Planet Coaster can only utilize 1 CPU thread for its DirectDraw calls. This is ultimately the bottleneck for performance of Planet Coaster on high end computers.
Will this be fixed in Planet Coaster 2 ?