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omoikane
ParticipantPoint 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)
omoikane
ParticipantI 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.
omoikane
ParticipantOh 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.
omoikane
ParticipantMy 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.
omoikane
ParticipantCities over 1k pops? that’s too small.
try cities over 2k pops. recommend near/over 3k pops. game almost stopping.
omoikane
ParticipantI 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)
October 29, 2014 at 08:10 in reply to: Suggestion: limit city growth for long term to ensure late game performance #12664omoikane
ParticipantI’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.
omoikane
ParticipantI 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
omoikane
ParticipantI’ve seen that structure too. I thought that was WAD. Similar to Japanese shinto shrine (only main building)
omoikane
ParticipantFPS 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.
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This reply was modified 10 years, 5 months ago by
omoikane.
omoikane
ParticipantThere’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.
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This reply was modified 10 years, 5 months ago by
omoikane.
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
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)
omoikane
ParticipantNo, 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)
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This reply was modified 10 years, 5 months ago by
omoikane.
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
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This reply was modified 10 years, 5 months ago by
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