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Right now Planet Zoo maybe be headed in that direction. They have started porting it to consoles and one more PC DLC has been confirmed.
Because planet zoo, and both jurassic world games have the same performance issues as planet coaster. Everything they've made just feels half-baked. Like the formula 1 games, that one Warhammer 40k game they made that flopped hard - its all unfinished with major issues that they rapidly drop support for, and at least with formula 1 quickly release the next game that might as well just be a paid bugfix patch.
Then again, Frontier games usually cost as much as an EA expansion pack.
But seriously, code a theme park simulation that perfectly scales with a 24-core productivity CPU, and tell us how you did it.
I mean 90% of the video was literally just advertising water rides. AKA, the Soaked DLC for the original RCT3.
As for performance, even little parkitect affords significantly larger parks with MANY more rides before performance drops. Maybe its because parkitect is doing a lot less physics work, but the question is why is that physics work dragging down all the frontier games I just listed there in the first place?
RCT3 has always allowed massive parks filled to the brim with dozens of rides. If I hit even 10 coasters in planet coaster the game is at a crawl.
It's probably why jurassic world maps are so tiny with so little freedom to actually do anything, because if they were any bigger the game just wouldnt work.
They wanted to add Water Parks to Planet Coaster 1, but back in 2019, they said it wasn't possible with the engine they were using. So, they started working on Planet Coaster 2. What's the problem? What were you expecting?
Calling it a "♥♥♥♥♥♥ DLC" just shows you don’t understand the scope of what's new. This isn’t a minor update; it’s a big step up from the first game. What do you expect a "new game" to be? We even got *Drop Tracks* and probably Switch Tracks. That is huge. There is a *lot* that goes into game development!
And the game is now a slideshow after building a couple coasters.
And they're now in the business of renting out DLC.
And the game will literally self-destruct if something happens to the naughty D word that only punishes honest paying customers.
Clearly consumer value is being eroded pretty substantially here.
I realize Frontier has an utter monopoly on theme park sims, and we literally have no option but to lap up whatever they throw into our troughs at the moment, but the guy has a pretty obvious point here.
"Some gamers are never happy with a game that still performs like garbage on top of the line hardware four generations newer than when the game came out"
Yup. You're definitely spot on there. Wait that wasn't actually your argument, you were trying to belittle me and insult me for not bowing down to your favorite corporation. Huh, what a strange fellow.
From what I remember reading it would have required changes to the base code of Planet Coaster to get that version of Cobra to work with DX12.
This is one of the reasons water park stuff never came to Planet Coaster, the Cobra engine simple couldn't handle the load using DX11. Its also why all that expensive PC hardware is not going to make to much of a difference at the moment with Planet Coaster 1, The game is bottle necking with Dx11, and trying to brute force your way through an engine limitation doesn't tend to work well.
I Think there was an update to Planet Zoo for Dx12 support, though I'm not super sure.
And as far as Planet Coaster 2 go's, we know next to nothing so far.
There are threads going back to at least 2009 talking about how it can support multithreading, and spread render commands across available threads.
What game are you talking about? Because this one was released in 2016.
dx11 is definitely capable of multithreading. idk where this lie came from that dx11 can't handle multithreading and only dx12 can.
The DX11 limitation, as Planet Coaster in concerned, doesn't mean there is no multitheading, it means that in DX11 most everything is running through one core ( the primary thread ) while the secondary cores handle other tasks. While this is multithreading, the primary thread takes the bulk of processes and tends to bottleneck ( primary thread will be near or at 100% while secondary cores are not ).
As far as I understand, because of this issue, this particular threading style was removed from DX12, If you want better performance on Planet Coaster you would need a CPU with the highest single thread performance with as low a latency DRAM you can find.
I have probably the highest performance possible on Planet Coaster, because I built this system specifically for no-expense-spared single thread performance, as I built it for VR DCS gameplay before DCS launched multi-threading.
The 14900k would probably be the only improvement. At least at the time the 13900k outperformed even the AMD X3D chips in single thread game performance.
Either way the maps clearly can't be filled and expect any kind of decent performance, even 8 years after launch. And I can't say I've been impressed with a single product Frontier has put out since 2016. Even Elite Dangerous. I left the game when they were barely adding content year after year, and then added engineering which is/was a worse grind than even most f2p games I've played.