It’s not the amount of agents that bogs everything down, although obviously that has an impact as well. It’s the way the game handles draw distance. It renders a lot of things we see, but also stuff further out in the distance that’s not readily apparent. I’m no developer, I have no idea if there is a different way to handle this, but it’s something that should be looked at as the main culprit.
- This reply was modified 6 years, 8 months ago by mackintosh.