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Devlog Update 106
Big Parkitect parks can contain tens or even hundreds of thousands of objects, and Unity was not too great at rendering lots of individual objects so far. That's why we've been eagerly looking forward to upgrade to Unity 5.4, which we've been testing over the last half year or so and which seems stable enough to use now. Unity 5.4 adds instancing, which is a technique that allows faster rendering of multiple copies of the same object and moves a bunch of work that previously needed to be done on the CPU over to the GPU. Due to the way scenery works in Parkitect the same objects are usually on screen tens or hundreds of times and as a simulation game we need all the CPU time we can get, so that's perfect :) They also added experimental support for improved multithreaded rendering, which helps quite a bit as well.
We want to have as many guests in the park as possible, so they have already received the most attention for optimizations in the past. There were still some improvements left to be done though, especially for off-screen people.
Some of the parks you've built got so big that even something as seemingly trivial as figuring out what object is below the mouse could become a performance problem. We've previously used Unitys mesh colliders for this; their intended purpose is more for adding physics interactions to a couple of objects, but it worked well enough in the past. Since the game received scenery and more content though we've seen parks were it could take up to a second to figure out what's below the mouse in extreme cases...so we've replaced that with a custom solution now that's more suited for our needs and brings that time down to a couple milliseconds.
We've tested with a couple of different scenes. Here are some of the results on two of our test systems (graphs showing milliseconds required to calculate each frame, so less is better):
Stuff going wrong can cause performance issues as well. Especially right after game updates we’re receiving a bunch of reports about strange issues and performance problems that are usually caused by mods not being compatible with the newest game version yet. Luuk worked on this error window that identifies broken mods and contains the error message so that the problem can be reported to the mod author:
Tim worked on allowing to set specific colors for certain shop products:
And on this area delete tool that lets you select a bunch of objects at once (like the selection tool for creating blueprints) and then delete them:
And we’re displaying some of the controls on screen now depending on context, which should help new players (can be disabled). Eventually this should evolve into a proper tutorial.
And there are some new palm trees:
[ 2016-07-17 16:29:38 CET ] [ Original post ]
The parks you guys are building are getting crazier all the time, so I've spent the last two weeks almost entirely on performance optimizations. There are three major areas that have been improved.
Rendering
Big Parkitect parks can contain tens or even hundreds of thousands of objects, and Unity was not too great at rendering lots of individual objects so far. That's why we've been eagerly looking forward to upgrade to Unity 5.4, which we've been testing over the last half year or so and which seems stable enough to use now. Unity 5.4 adds instancing, which is a technique that allows faster rendering of multiple copies of the same object and moves a bunch of work that previously needed to be done on the CPU over to the GPU. Due to the way scenery works in Parkitect the same objects are usually on screen tens or hundreds of times and as a simulation game we need all the CPU time we can get, so that's perfect :) They also added experimental support for improved multithreaded rendering, which helps quite a bit as well.
Guests
We want to have as many guests in the park as possible, so they have already received the most attention for optimizations in the past. There were still some improvements left to be done though, especially for off-screen people.
Mouse picking
Some of the parks you've built got so big that even something as seemingly trivial as figuring out what object is below the mouse could become a performance problem. We've previously used Unitys mesh colliders for this; their intended purpose is more for adding physics interactions to a couple of objects, but it worked well enough in the past. Since the game received scenery and more content though we've seen parks were it could take up to a second to figure out what's below the mouse in extreme cases...so we've replaced that with a custom solution now that's more suited for our needs and brings that time down to a couple milliseconds.
Results
We've tested with a couple of different scenes. Here are some of the results on two of our test systems (graphs showing milliseconds required to calculate each frame, so less is better):
More stuff
Stuff going wrong can cause performance issues as well. Especially right after game updates we’re receiving a bunch of reports about strange issues and performance problems that are usually caused by mods not being compatible with the newest game version yet. Luuk worked on this error window that identifies broken mods and contains the error message so that the problem can be reported to the mod author:
Tim worked on allowing to set specific colors for certain shop products:
And on this area delete tool that lets you select a bunch of objects at once (like the selection tool for creating blueprints) and then delete them:
And we’re displaying some of the controls on screen now depending on context, which should help new players (can be disabled). Eventually this should evolve into a proper tutorial.
And there are some new palm trees:
[ 2016-07-17 16:29:38 CET ] [ Original post ]
Parkitect
Texel Raptor
Developer
Texel Raptor
Publisher
2018-11-29
Release
Game News Posts:
216
🎹🖱️Keyboard + Mouse
Very Positive
(6182 reviews)
The Game includes VR Support
Public Linux Depots:
- Parkitect Linux [355.71 M]
- Parkitect DLC1 Linux [14.22 M]
- Parkitect DLC2 Linux [31.13 M]
Available DLCs:
- Parkitect - Taste of Adventure
- Parkitect - Booms & Blooms
Parkitect is a business simulation game where you must build a successful theme park.
Build the theme park of your dreams, and keep it running! Meticulously design that newest roller coaster, place the rides where you want them to be, and construct scenic structures and objects to make the park beautiful. Let your creativity shine, and when you're finished share it with the world!
Build the theme park of your dreams, and keep it running! Meticulously design that newest roller coaster, place the rides where you want them to be, and construct scenic structures and objects to make the park beautiful. Let your creativity shine, and when you're finished share it with the world!
Features
- Tools to build the theme park of your dreams
- A robust, piece-based roller coaster designer to let you build the greatest roller coaster you can think of
- Detailed guest behaviors. Watch them take the train to that new section of the park, or read their map to find a ride
- Build efficient transport infrastructures to keep your park stocked
- Maintain the illusion by hiding utility structures and the inner workings of the park from guests
- Extensive support for mods and custom content
MINIMAL SETUP
- OS: Ubuntu 18.04+. SteamOS+
- Processor: 2.3 GHz Intel i3 or comparableMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Shader Model 3.0 capabilities (anything with a graphics driver that isn't older than ~2016 probably works)
- Storage: 2 GB available spaceAdditional Notes: This will run the game. but for the best experience something closer to the Recommended Requirements is better
- OS: Ubuntu 18.04+. SteamOS+
- Processor: 3.0 GHz Intel i5 or comparableMemory: 6 GB RAM
- Memory: 6 GB RAM
- Graphics: Dedicated graphics card made after ~2015
- Storage: 2 GB available space
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