Ah yes, there's always people like you who say that the engine is storing so many variables and physics objects that it is technically impossible that this engine even exists and runs "so well" because Giants said so. Never looking at other games because Giants is our messiah and what they say is holy.AndOnTheDrums wrote: ↑Wed May 05, 2021 7:44 pmComparing FS to non-farming games is a waste of energy. What GIANTS needs the game engine to do in order to keep track of all the possible field states, animals, etc in real time is incredibly taxing and cannot be compared to other games that have fixed states in each map area. If you want to be unhappy about that, suit yourself. I would love for there to be amazing jumps in the game engine in each release - from what I understand, the high end requests from PC and console players would tax even the highest powered systems. Who knows, maybe that’s BS.
Field states ?
So they have to store 1 value for current growth phase, 1 value for fertilization and 1 value for herbicide AFAIK in the base game. That sounds an awful lot to store three bits in the game memory for a large chunk. Ever seen a FS field update half way - One half growing, the other ready for harvest as if it were Minecraft ?
Animals are non-interactive, they're just empty polygons constrained to terrain, they don't even have collision. All the variables needed for for example cows are Cleanliness, Water, Straw, Food, Silage, Grass and Manure, Slurry, Milk and their number.
That's a whole lot of 11 variables. Wow, it's a miracle that a Giants engine can handle so much data.
the high end requests from PC and console players would tax even the highest powered systems.
The game is quite taxing on high end systems with it's poor optimization, no need for new features to break the game, the game's been broken for a long time.