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DreamaDove's avatar
7 years ago

Inefficiency in TS4 Swatches

TS4 uses a premade swatches system instead of having a colorwheel or Create a Style for the sake of performance since it 's supposed to require less memory since if you used CASt, every texture you created would have to be loaded by the game so you could potentially end up with hundreds of them if you do it enough. Using premade swatches means there's a limit to how much resources texture files use up. However, their swatch system is very inefficient and I would argue actually makes the game slower and far less customizeable than it could be.

There are many, many, many swatches that I really dislike so I don't use them, however, the game still has to load them into the game. Thus there are a lot of bloating textures in the game that do nothing except take up space. If I had the ability to create ones I like using a colorwheel or CASt, then the game would only load the ones I use instead of wasting memory on unsused swatches which would increase performance.

Moreover, if CASt was definitely not an option, TS4's system is still vastly inferior to TS2's swatch system. In TS2, object swatches come in parts so that you can choose the colors of different parts of an object individually between different swatches. For example, you can choose a bed frame color swatch and a bedding color swatch independently from a premade pool of swatches. This is highly efficient since, for example, 5 bed frame swatches and 5 bedding swatches would lead to 25 different combinations. If each of those texture files was 250kb (a ts4 texture size), then for 25 options only 2.5mb of memory would be required. Meanwhile, in TS4 texture images apply to the whole object, therefore to have the same 25 options for the same image size 6.25 mb would be required. That is 2.6 times as much memory.

It gets worse as you increase the number of options. Let's say that you also wanted different options for the pillowcase. For 5 pillow options that would lead to 125 different combination options, which would be great for the player. Image if we had that much customizability for each object. In TS2, such a bed would only take up 3.75mb, while in ts4 that would require 31.25mb or 8.3 times as much memory. This is also assuming that each texture size for ts2 and ts4 would be the same size, while since ts2 texture images have less data they'd acutally be lighter and would require even less resources.

What this means is that TS4, a game released a 10 years after TS2 is much less efficient in its use of memory which means it has to sacrifice customizability for performance -- something that TS2 did not have to sacrifice due to clever design. It's just another way that we're constrained by the developers which lead TS4 to feel like we're playing someone else's game and can never make it our own.

46 Replies

  • In light of the new answers to the 'guessing game' I'm bringing this thread back, as it seems relevant again.

    I'm so tired of this game. I want to be excited, but I'm just disappointed and feel stupid for spending so much money on this game in the first place.

    350 new swatches that I probably won't use and will just bloat my game. Joy.
  • "DreamaDove;d-957342" wrote:
    TS4 uses a premade swatches system instead of having a colorwheel or Create a Style for the sake of performance since it 's supposed to require less memory since if you used CASt, every texture you created would have to be loaded by the game so you could potentially end up with hundreds of them if you do it enough. Using premade swatches means there's a limit to how much resources texture files use up. However, their swatch system is ver inefficient and I would argue actually makes the game slower and far less customizeable than it could be.

    There are many, many, many swatches that I really dislike so I don't use them, however, the game still has to load them into the game. Thus there are a lot of bloating textures in the game that do nothing except take up space. If I had the ability to create ones I like using a colorwheel or CASt, then the game would only load the ones I use instead of wasting memory on unsused swatches which would increase performance.

    Moreover, if CASt was definitely not an option, TS4's system is still vastly inferior to TS2's swatch system. In TS2, object swatches come in parts so that you can choose the colors of different parts of an object individually between different swatches. For example, you can choose a bed frame color swatch and a bedding color swatch independently from a premade pool of swatches. This is highly efficient since, for example, 5 bed frame swatches and 5 bedding swatches would lead to 25 different combinations. If each of those texture files was 250kb (a ts4 texture size), then for 25 options only 2.5mb of memory would be required. Meanwhile, in TS4 texture images apply to the whole object, therefore to have the same 25 options for the same image size 6.25 mb would be required. That is 2.6 times as much memory.

    It gets worse as you increase the number of options. Let's say that you also wanted different options for the pillowcase. For 5 pillow options that would lead to 125 different combination options, which would be great for the player. Image if we had that much customizability for each object. In TS2, such a bed would only take up 3.75mb, while in ts4 that would require 31.25mb or 8.3 times as much memory. This is also assuming that each texture size for ts2 and ts4 would be the same size, while since ts2 texture images have less data they'd acutally be lighter and would require even less resources.

    What this means is that TS4, a game released a 10 years after TS2 is much less efficient in its use of memory which means it has to sacrifice customizability for performance -- something that TS2 did not have to sacrifice due to clever design. It's just another way that we're constrained by the developers which lead TS4 to feel like we're playing someone else's game and can never make it our own.

    Where did you find that information (the bold part in the first paragraph)? Because I can’t imagine it works like that (but if they’ve stated somewhere it does I digress). I suppose you mean in live mode (because when you don’t save a pattern you created, the game won’t remember it, nor does it have to load it). And in live mode, the game only loads patterns that are visible on your screen, not every pattern you once created with the game. I’ve never seen any difference myself where it comes to performance between a house I created myself (every single surface has had the CASt treatment) or a house with everything in premade patterns. And when you say loading, do you mean actual loading or rendering the colours?

    (this on a side note; I agree Sims 2 did this better and it’s beyond me why, apart from this, Sims 4 works with so many mismatches)
  • ChadSims2's avatar
    ChadSims2
    Seasoned Rookie
    7 years ago
    The worst for me is the bedding being stuck to the frame nothing is more limited they really put no thought or care into players designs.
  • I like the idea of having sets of swatches that can be used on any item of the same material: wood, cloth, stone, etc (for things like counter tops, you could choose from a couple different sets.) And I'd love to be able to mix and match two swatches on the same piece of furniture/clothing.

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