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luthienrising
4 years agoHero+
"Cinebar;c-17941860" wrote:"LeGardePourpre;c-17939277" wrote:
As usual money spent to do something is money not use to do something else.
Is a neighborhood worth the sacrifice of content or gameplay ?
How come TS3 didn't have these problems such as content vs neighborhood size? Look at the worlds released in EPs in the TS3 (not store worlds) and think about the gameplay that came with those EPs..funny how TS4 suffers the either/or sickness. (AKA greed). Or it could be that other illness known as It's too hard, too much to do, can't handle the work load.
Someone above mentioned there would have to be more Sims...no there doesn't have to be more Sims...they are deleted by players and Maxis...and capped at twenty in any camera area. Unlike TS3's system based on CPU. Performance is a code for too hard, and greed.
TS3 had a huge problem with content vs. neighborhood size. You couldn't add all those new worlds together and make a bigger save. You had to try to cram every feature you wanted to play with into your one save. I freaking hated that. One of the best things about Sims 4 is that I can play the same save for years and keep building it out, without ever having to start over unless I want to start over.
"elelunicy;c-17915481" wrote:
Yes they can add more neighborhoods (for example Mt. Komorebi technically has 6 neighborhoods, as the base camps are their own neighborhoods). However, there is no point in adding more neighborhoods if their goal is keeping the total number of lots down. That will just result in less lots per neighborhood.
Asking why the number of lots affect performance (when only lots in the current neighborhood are loaded) is like asking why Sims culling and Max Sim Count are a thing (when only Sims in the current neighborhood are loaded). It's not about what you SEE. It's about what the game needs to track behind the scene. It's like asking why open neighborhoods are not a thing when all lots are already loaded. Again it's not about what you SEE. The other lots in the neighborhood are only loaded physically for rendering purposes; logically the other lots are not loaded at all (i.e. things like object state/stats, routing/pathing info, autonomy graph, etc. are not loaded at all and thus these lots do not function at all).
Moreover, all Sims data, Lot data, Object data, etc. are serialized and then saved to a single save file. When you load the game everything is then deserialized. Your loading time will significantly worsen as your save file gets bigger.
Quoting this to keep it visible: an actual technical explanation of why there is a performance issue.
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