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logionX
4 years agoSeasoned Hotshot
"GreenTurtle;c-17913064" wrote:
..."IceyJ;c-17913052" wrote:"elanorbreton;c-17913010" wrote:"Naus;c-17912678" wrote:
From a technical point of view, it doesn't make sense to limit the size of worlds since "worlds" as such do not exist in the game. Worlds are just a collection of smaller maps with 3 or 4 lots each and a lot of set-dressing. The only place where worlds exist is in the 2D image used for the GUI.
So from a technical point of view, it shouldn't affect performance AT ALL to have 3 neighborhoods with 4 lots each or to have 6 neighborhoods with 4 lots each, since only one of those neighborhoods and only one lot in that neighborhood would be loaded at any given time.
Thank you, this is what I was asking about earlier in the thread because I really don't understand how the size of a world affects performance when we are only loading up one lot with surrounding area at a time.
EA's explanation on this doesn't sit right with me.
I think it has more to do with the fact that the game has to keep track of all these lots and be prepared for you to jump to any of them at any given time. There's more to the game than what happens in live mode.
The game doesn't keep track of anything happening in other neighborhoods. It loads the lots in the current neighborhood, but whatever's happening in San Myshuno has no impact on your game if you're currently playing in Willow Creek. Performance wise, having one more neighborhood shouldn't matter. I mean, technically, nothing is even happening in San Myshuno when you aren't there. And also, if everything was stored in memory, there wouldn't be loading screens. As soon as you change lots, that's when the game loads the data it needs, and flushes everything it doesn't need anymore.
This is an old tweet from twistedmexi but I like how it showcases how the game just removes everything every time you travel, even the user interface gets removed.
https://twitter.com/TwistedMexi/status/1276918721647443981
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