omoikane

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  • in reply to: Still no performance update? #14029
    omoikane
    Participant

    Point is, When population is large enough(more than 2000 people in largest city, maybe?), game gets abysmal performance issue – less than 3(three) fps – when SIMULATION IS NOT PAUSED. when paused, even most populated area gets around 30 fps (that would be no problem for me)

    in reply to: Still no performance update? #14026
    omoikane
    Participant

    I don’t get what you mean but even I move my viewport to edge of map doesn’t help it either.

    If particle is really matter, Game will get abysmal performance even when SIMULATION IS PAUSED, but even I move viewport (screen) to most populated area, fps still stays around 30 (population around 2700)

    Population with 400-500? Even large map with best option and horizontal view easily get 60+ fps. you should get at least 2000 population for largest city AND major cities get at least 1000+ people.

     

    PLEASE Do not troll performance issue anymore. If you have less than 2000 people in your largest cities of major cities have less than 800 people, do not say easily about performance issue due to population. My current game (not the one from screenshot. I’ve actually abandoned that map because of the performance issue) has 1300 people on largest city but no performance problem at all.

    • This reply was modified 7 years, 7 months ago by omoikane.
    • This reply was modified 7 years, 7 months ago by omoikane.
    in reply to: Still no performance update? #14019
    omoikane
    Participant

    Oh no, Graphic adjustment doesn’t help at all. put all graphic option to lowest doesn’t have practical FPS difference.

    My game runs smoothly even pops from the largest city nearly 3000 when simulation is PAUSED. only starting simulation makes the game unplayable. So I don’t think particle things would fix them though.

    in reply to: Suggestions/Fixes Megathread #13958
    omoikane
    Participant

    My urgent wish is fix performance issue due to large population.

    Playing with over 2000 population on largest city is very painful (virtually unplayable) but no fixes since release.

    in reply to: Thank for waypoints! But… #13417
    omoikane
    Participant

    Cities over 1k pops? that’s too small.

    try cities over 2k pops. recommend near/over 3k pops. game almost stopping.

    in reply to: City development speed too LOW #13416
    omoikane
    Participant

    I can’t understand why people complaining about city growth.

    City growth in Train Fever is very balanced unless there are huge lag/framedrop when population of the largest city has over 2000 pops (and other cities are avg. 1000 pops)

    Most of my game city hits around 800-1000 pops in largest city on 1900, and over 1500 on 1950. no intercity buses/trams.

    This is my largest city on 1978 (I abandoned that map because game is too slow to play when simulation is played)

    omoikane
    Participant

    I’m about to get 3000 pops for biggest city in my world and when starting simulation, game almost skipping.

    I don’t know there’s population cap but It’s not good design to have population caps. rather giving more optimization would be fine.

    in reply to: Suggestions/Fixes Megathread #12579
    omoikane
    Participant

    I also wanted :

    Better performance on large population. (especially over 2000 pops on large maps have abysmal framerate)

    Elevated, Underground rail station. with elevated/underground rail signal and junctions (It should have same function with ground level rail, as CiM did)

    More flexible station options. like curved station and modifiable platform position, more platforms, etc.

    Faster loading/unloading speed according to number of cars attached or number of doors *  number of cars.

    I suspect this is main reason for ‘trams are better than trains even for inter-city travel’, and rail interval isn’t so good compared to bus/tram

    Less ‘Collision’ ‘Terrain Alignment Collision’ ‘Bridge Pillar Collision’ things.

    I do not hate realistic restrictions over building rail/roads, but it’s too tight. ‘Collision’ on destroying stations and roads? Too many bridge pillars? and many more.

    More road options, like avenues with center tram lanes, 3-lane roads, one-way roads, pedestrian roads which only accepts trams and walking people (no cars and buses)

    Modifying time speed options. I think current game speed is too fast. I spend much more time with pausing game and check lines, towns, vehicle, etc. because time passes too fast with even slowest (x1) speed. so I need options to change time passing speed (e.g. 12minutes of real world per game world year -> 60min per year)  when starting the game

    in reply to: Tiny building found in game #12340
    omoikane
    Participant

    I’ve seen that structure too. I thought that was WAD. Similar to Japanese shinto shrine (only main building)

    in reply to: Still have performance issue. #12167
    omoikane
    Participant

    FPS from most populated area with station (pops 2200) in 1966 when simulation is STOPPED – 30 fps

    FPS from most populated area with station (pops 2200) in 1966 when simulation is STARTED – 3(three) fps

    FPS from edge of screen (no population) in 1966 when simulation is STOPPED – 60 fps

    FPS from edge of screen (no population) in 1966 when simulation is STARTED – 3(three) fps

    FPS from most populated area with station (pops 727) in 1905 when simulation is STOPPED – 35 fps

    FPS from most populated area with station (pops 727) in 1905 when simulation is STARTED – 30(thirty) fps

    Playing simulation makes game almost skipping when population is large, while stopping does not show difference from much less population.

    I don’t care 60 fps -> 30 fps caused by nearby structures, vehicles, people, etc. but I do care so much 30 fps -> 3 fps caused by playing simulation.

    • This reply was modified 7 years, 8 months ago by omoikane.
    in reply to: Still have performance issue. #12124
    omoikane
    Participant

    There’s still some graphical lags but I think it’s from simulation (perhaps pathfinding)

    Because if there’s less than 1000 pops from largest city, performance is not bad. and when population gets bigger and bigger, performance is worse and worse. Pops over 2000? almost skipping. lowering graphic option isn’t different from before and move camera to less populated area (edge of screen where city has only less than 1000 pops) almost same performance issue than before.  when simulation is paused, there’s only few performance issue. everything is flawless and very fresh.

    I have played Cities in motion 2 with much more population (over 100k) but there’s no such issue.

    • This reply was modified 7 years, 8 months ago by omoikane.
    in reply to: Elevated stations, in need #12065
    omoikane
    Participant

    +1

    It’s tedious to do ‘fake elevated stations’ like that 🙂

    http://steamcommunity.com/sharedfiles/filedetails/?id=328848076

    and also need placing signal and rail junction on elevated rails

    in reply to: Still have performance issue. #12038
    omoikane
    Participant

    @FX2K How many people in largest city there?

    I feel lines menu and following vehicle slowdown is much smoother than before, but still slow when map has large population (not so different even changed graphic option to lowest, or move camera to less populated area)

    in reply to: Tram & Truck fever – or to much realism #11874
    omoikane
    Participant

    No, It does not mean trams have expensive running cost than trains. Trams with in-city branch lines (not inter-city) would huge losses if running cost of trams are increased (especially hard difficulty)

    And private car should not be problem when you use train extensively for inter-city transportation. You even could destroy country roads to prevent private cars, but good ‘train’ lines even make only few private cars on the streets

    Also note that you can achieve over 95% usage with trains (no inter-city trams) too. by choosing right vehicle. commuter EMUs(or DMUs) are best for adjacent cities. Ae 4/7 and Re 4/4 are also good before commuter trains are coming out. faster, heavier trains are better for longer lines (A from C or D or E in A – B – C – D – E Scheme)

    • This reply was modified 7 years, 8 months ago by omoikane.
    in reply to: Suggestion – Resizeable Lines window #11868
    omoikane
    Participant

    +1

    Especially there’s a lot of depots so depots frame takes lots of space from window like this

    http://steamcommunity.com/profiles/76561198077278019/screenshot/29597157317605025

     

Viewing 15 posts - 1 through 15 (of 28 total)