Planet Coaster

Planet Coaster

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Low FPS on a high end rig
GTX 1080Ti, i7 7700k, 32 GB Ram.

Currently at 7,500 guests at 1080p. Other settings don't matter, FPS is always in the sub 20 range. I've googled it and searched these forums and found nothing. Anybody know how I can get this game up to 30?
Originally posted by Joël:
Originally posted by Swans:
"All guest actions are handled by your CPU, and the game only utilizes 1 thread in multicore CPU's to handle everyone (staff and guests) actions and decisions."

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.
That is only partially correct;

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.
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Showing 1-14 of 14 comments
Woody Jun 10, 2018 @ 5:42pm 
Set the maxium number of guest in your park lower or just accept it.

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.

Last edited by Woody; Jun 10, 2018 @ 5:43pm
Well I appreciate the response but I am not new to PC gaming and understand the more common things that effect FPS. However do a LOT of Far Cry 5 mapping on PC and I promise you the game is far FAR more graphically demanding. Now I completely get that Planet Coaster is a different game with a much much smaller budget so I would be foolish to expect similar optimization. I'm simply wondering if anybody has found any kind of work around through config tweaks or other such things.
Butters Jun 10, 2018 @ 10:34pm 
Originally posted by Usmovers_02:
Well I appreciate the response but I am not new to PC gaming and understand the more common things that effect FPS. However do a LOT of Far Cry 5 mapping on PC and I promise you the game is far FAR more graphically demanding. Now I completely get that Planet Coaster is a different game with a much much smaller budget so I would be foolish to expect similar optimization. I'm simply wondering if anybody has found any kind of work around through config tweaks or other such things.

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 :(
SirQuestinghood Jun 11, 2018 @ 5:10am 
At 7,800 park attendance... you'll start to chug no matter what. There is a core problem with this engine when each AI has it's own package.

For your machine, setting max number of guests... or pausing game when wanting to build... is your best option.
Swans Jun 11, 2018 @ 5:39am 
I'll be interested in this as noticing the same thing. I am on a GTX1080Ti (playing at 2k res and Ultra settings) and i7 8700k @ 4.8GHz. My CPU gets maxed out before my GPU and I therefore attribute this to non-optimal AI coding for the park guests, pathing etc.

Are you CPU or GPU bound?
Last edited by Swans; Jun 11, 2018 @ 5:40am
Acid Jun 11, 2018 @ 7:58am 
I have SLI 1070 8GB cards and an i7 5930K neither overclocked. I tested Planet Coaster on a single card and the Chief Beef Raceway is intensive on a single card to the point of momentary freezes. Enable both and the frame-rate is amazing. I think to an extent both matter but the additional card obviously lifts the frame-rate.

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.
Last edited by Acid; Jun 11, 2018 @ 8:04am
Swans Jun 11, 2018 @ 8:18am 
"All guest actions are handled by your CPU, and the game only utilizes 1 thread in multicore CPU's to handle everyone (staff and guests) actions and decisions."

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.
Acid Jun 11, 2018 @ 8:33am 
Guest AI is parallelised across all cores. The game engine will scale the tick rate of the simulation to fully utilise your CPU.

The single-thread issue *is* related to the number of guests, but also the amount of scenery. When it comes time to tell DirectX 11 what to render, that's all done on the one thread. The game is effectively paused while this operation is serviced. Unfortunately the more geometry there is to process (both scenery and guests) the longer it takes, and the game engine can become resource-bound to that one thread.

Neither resolution nor graphical quality settings will have an effect here. The only real solution is to limit the amount of scenery and guests in your park, which is a shame.

The real solution to this would be for Frontier to migrate to a graphics API that has multi-threaded render submission support such as DirectX 12 or Vulkan. However, as far as we know they have no plans in either regard.
Basically you'll have to put up with any performance issues you find with no quick fixes available. Really nice CPU though Swans.
Last edited by Acid; Jun 11, 2018 @ 8:38am
Swans Jun 11, 2018 @ 8:44am 
Originally posted by Acid:
Guest AI is parallelised across all cores. The game engine will scale the tick rate of the simulation to fully utilise your CPU.

The single-thread issue *is* related to the number of guests, but also the amount of scenery. When it comes time to tell DirectX 11 what to render, that's all done on the one thread. The game is effectively paused while this operation is serviced. Unfortunately the more geometry there is to process (both scenery and guests) the longer it takes, and the game engine can become resource-bound to that one thread.

Neither resolution nor graphical quality settings will have an effect here. The only real solution is to limit the amount of scenery and guests in your park, which is a shame.

The real solution to this would be for Frontier to migrate to a graphics API that has multi-threaded render submission support such as DirectX 12 or Vulkan. However, as far as we know they have no plans in either regard.
Basically you'll have to put up with any performance issues you find with no quick fixes available. Really nice CPU though Swans.

"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.
The author of this thread has indicated that this post answers the original topic.
Joël Jun 11, 2018 @ 10:05pm 
Originally posted by Swans:
"All guest actions are handled by your CPU, and the game only utilizes 1 thread in multicore CPU's to handle everyone (staff and guests) actions and decisions."

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.
That is only partially correct;

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.
Butters Jun 11, 2018 @ 10:07pm 
Originally posted by Joël:
Originally posted by Swans:
"All guest actions are handled by your CPU, and the game only utilizes 1 thread in multicore CPU's to handle everyone (staff and guests) actions and decisions."

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.
That is only partially correct;

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 ?
(ADORA)ble 🌈👊 Jun 12, 2018 @ 10:41am 
Originally posted by Joël:
Originally posted by Swans:
"All guest actions are handled by your CPU, and the game only utilizes 1 thread in multicore CPU's to handle everyone (staff and guests) actions and decisions."

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.
That is only partially correct;

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.
Thanks for the response!
Joël Jun 19, 2018 @ 9:46am 
Originally posted by Max:
Originally posted by Joël:
That is only partially correct;

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 ?
There is currently nothing to announce regarding support of DirectX 12.
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Date Posted: Jun 10, 2018 @ 4:33pm
Posts: 14