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Seera1024
5 years agoSeasoned Ace
"ClarionOfJoy;c-17911495" wrote:"Seera1024;c-17911138" wrote:"ClarionOfJoy;c-17881382" wrote:"WaytoomanyUIDs;c-17881379" wrote:
A faster machine is brute force
No it isn't. Explain how is it brute force? If it is brute force, then playing the ALL the old games is on brute force as well - not just TS3. So why the double standard?
A faster CPU lets TS3 take advantage of that feature to allow more townies, tourists and pets to be active in community lots and roam in the worlds. You wrote that there are problems and complications with a faster computer playing TS3, but you've not ever been specific while I've been specific about how TS3 has been better with it.
In your example, more Sims going to lots could mean more Sims hitting routing issues inherent in the worlds and the lots, increasing lag as time goes on to a greater extent than someone with a processor that's just a step down from them.
I have a lot of sims in my worlds now but I don't have any lag because:Most fan-made worlds don't have that many routing issues that would cause increasing lag because they've had more time to quality check them. Nevertheless, lots of times, the routing issue can be fixed in Edit Town mode, but you can also report the issue to the creator of the world. They are very appreciative of such reports who can then fix the problem in their Create-A-World. There are also fixed versions of EA worlds if you don't want to fix them yourself. Regardless of how many sims there are in any world, the Overwatch mod catches routing issues. The mod notifies you when a sim is stuck and you can click on the sim's icon to go to where they are and see what the problem is. Lots of times, you can fix the routing issue right there and then. I also use the NRAAS mod, Go Here which can set all the sims in the world to be allowed to Teleport. They don't teleport for travel, but they WILL teleport if they're stuck. It is one of the main reasons why my worlds don't lag. "Seera1024;c-17911138" wrote:
It's one of those things that happens to games when you put them on systems that are significantly newer than the systems they were originally designed to run. The systems that the game was designed around have improved so much than the increase becomes the problem.
Here's an example:
Games used to use the CPU for timing purposes. Which was all fine and good until CPU speeds increased greatly. One of the Kings Quests games had a stick of dynamite you had to light and then take from point A to point B before it exploded for one step of the game. It's timer used the CPU speed. On a Windows XP laptop that was bare minimum to run Windows XP, you could take a step after lighting it and then explode. Luckily, you restarted from where you died, so you could make progress. I think it too me like 30 minutes to do what should have done in under 30 seconds. And that was with me running a virus scan in the background in an attempt to bog the computer down. The stuff game companies tell you to turn of and stop to improve performance.
King's Quest is a bad example as The Sims 3 wasn't coded the same way. Even in faster computers, the TS3 devs were brilliant enough to code the game so that it scales with the CPU of any computer. Meaning that it maintains the same standard speed regardless of whether your computer is faster or slower. The game would then determine how many sims a lot can have depending on the power of the CPU - how many sims it can handle in any given lot.
That's why even though I have a computer with a faster CPU, the sims aren't running around doing everything at hypersonic speeds - but I do have much more sims coming to lots and being active in the world. It's really an amazing game and just shows how forward-thinking the TS3 devs are who developed the game engine. They really are brilliant!
I was talking a comparison between 2 computers running the exact same mod set up - either with the mods or without. And I also mentioned that people weren't able to figure out the exact cause of why someone running a computer that should run the game smoothly is having bad performance. IE: a condition where the improved processor may cause problems due to the inherent problems in the game. Mods help remove or at least reduce those problems for most. But some were probably due to the better computer generating more Sims out and about and getting stuck in routing problems.
And you missed the point of my King's Quest example.
The example was to show an easy to explain example of how a computer component improving can significantly reduce performance in game if the conditions are right. Game companies have gotten better about making sure anything timed (such as the speed a Sim walks at) is set to something like the computer clock and not to something like the CPU. IE: something whose speed isn't going to change. So the cause of the decrease in performance in King's Quest with the better computer is less likely to happen to modern day games.
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