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6 years ago
"mirta000;c-16979255" wrote:"Archieonic;c-16979170" wrote:
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.
Sims 2 has people walking by your lot all the time. And community lots remember their workers. The Sims 3 works based on actual scheduling.
Do you have some sort of insider info on how The Sims 4 was coded that you know that inventories are taken into account in the background? Because if any sim buys anything, unlike in The Sims 2, once you switch to them it WON'T be in their inventory and they WON'T be in that spot. Meaning for all purposes the inventory is switched off.
I run The Sims 4 with no mods and simulation lag plagues me. The game seems to kill itself in one generation's time. Which is once again why I'm wondering what they made this on.
Walkbys in TS2 are not the same as those rendered to utilize the common areas in TS4, which can escalate to several sims loaded. I.E San Myshuno, where there can be 12 sims in the common areas using the grills, talking, ordering food, etc. There are no such areas in TS2, and as such, walkbys are only loaded into your lot itself and just stroll across.
The functionality for retail is not what I'm talking about. That does not mean inventories are switched off, it means items are set to not be added to inventories in the retail event. A very good thing when you have people buying from big malls and then end up with 50 TVs. Your active sims, or sims that you have actively filled their inventories carry that data whenever they are spawned. You can find the code within the snippet/tuning files for inventory management. I.E sims can access their inventories at all times including NPCs, which is expressed as
within the inventory tuning files. However, that's just the surface, the game has over 30 tuning files referencing inventory handling. So no, it's not as simple as "It's switched off" for all sims that are not your active household. No insider info needed, anyone can find that out.
Simulation lag is a rather simple (or simpler than EAxis makes it out to be) issue. In fact it is something disgruntling that a whole dev team hasn't even addressed a little bit to remedy it. It's an issue tied with how the in-game clock interacts with the simulation, and the multitasking "breaks" that multitasking-enabled interactions have.
So by targetting:
and
Along with modifying the vanilla standards for interactions via a script mod you get a game that has roughly 75% less simulation lag or better.
Don't get me wrong though, the fact that they haven't done anything about it yet is ridiculous.
So the engine isn't the issue. I've been running my current save for a whooping 375 sim-days with no issues other than the bugs that plague everyone. And of course, if the issue was the engine itself, no amount of mods would work at all since mods either rewrite tuning files or scripts write their own code that utilize the engine.
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