

We’re giving you the best-ever design tools, crafting the most sophisticated management simulation, and bringing your parks to life with crowds you’ll love to thrill.

"Planet Coaster is the next evolution in coaster park simulation games from the team behind the genre’s benchmark. I moved from an i7 6800K, which was a bit weaker for games, which are often still bound to a single game loop thread and like fast single core overclocks.A subreddit for Planet Coaster by Frontier. I guess I did not reach the tipping point for the game to experience performance degradation though. "Īh, that explains the uniform increase in CPU consumption.

"The game engine will scale the tick rate of the simulation to fully utilise your CPU. The game engine will scale the tick rate of the simulation to fully utilise your CPU. Originally posted by Acid: Guest AI is parallelised across all cores. However, as far as we know they have no plans in either regard.Basically you'll have to put up with any performance issues you find with no quick fixes available. The real solution to this would be for Frontier to migrate to a graphics API that has multi-threaded render submission support such as DirectX 12 or Vulkan. The only real solution is to limit the amount of scenery and guests in your park, which is a shame. Neither resolution nor graphical quality settings will have an effect here. Unfortunately the more geometry there is to process (both scenery and guests) the longer it takes, and the game engine can become resource-bound to that one thread. The game is effectively paused while this operation is serviced. When it comes time to tell DirectX 11 what to render, that's all done on the one thread. The single-thread issue *is* related to the number of guests, but also the amount of scenery. Guest AI is parallelised across all cores.
