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6 years ago
"mirta000;c-16979136" wrote:"Archieonic;c-16979025" wrote:
Those games are not simulation game. You can jump into GTA V and have 100 pedestrians walking around, they won't do much to performance because their code is simply looping animations, basic pathfinding and playing audio. Same for MMOs, other players are simply feeding a server that is not run on your PC their actions and you see them on your client. Those type of games are worlds apart from simulation games.
That's not the case in The Sims. Each sim that is loaded per instance has a vast atray of data to cycle through. Inventory, traits, relationships, hundreds of autonomy options, dozens of interactive items to cycle through, etc. Which sims get pushed per zone and why. How much data is stored in your current save. This is all being processed and calculated at all times.
Granted optimization and bug fixing has been quite rough ever since The Sims 3 so that adds the icing on the cake for performance issues.
erm, The Sims 4 ignores all that. The Sims 2 handled all that and didn't crumble away like that.
Inventory and relationships non player controlable sims most definitely ignore, as they will easily have the interactions to hug, chat, kiss, or fight, no matter your relationship level. Worst enemies will try to autonomously make friends with you. I don't think that it also does any elimination process which sims to push to a zone, heck it can't even keep service sims consistent and it seems like it lacks the care whether or not vampires should be out in daylight, so I'm pretty sure that there's 0 consideration there.
I think a city sim has more consideration for a single person than The Sims 4 really lol. And yeah, I'm curious what kind of monstrocity they built this on too.
No, it doesn't. It's all in the code. Starting by TS2 not having a mechanic that pushes several sims, up to and beyond 10 around the neighborhood.
The fact that they ignore their inventory does not mean the game is not loading it in the background. The fact that enemies may autonomously be friendly is irrelevant to my point that the game per sim calculates tons of autonomous possibilities. Inconsistencies are a result of poorly coded autonomy, which again irrelevant to my point of how autonomy lists and processes affect performance in simulation games.
I'm going by what others report too, since with my specs I run TS4 with 35 mods and all packs at 100-120 FPS most of the time unless I do social events with 40 sims or something like that which breaks the vanilla limit.
Wanna talk monstrocities? Check TS3's engine and code. Spaggheti code is an understatement.
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