Many games load all their textures at once. The result? Smoother gameplay, less stuttering. Still, we believe that you can stuff a shed with many high-detail machineries and that walls and the roof prevent them from being rendered unnecessary. NOTE: When we write this, we don’t know how aggressive Giants’ version of occlusion culling is. Everything outside is hidden and will only be rendered once the player looks at it. With occlusion culling enabled, only objects in the camera view will be rendered. Everything in the camera view, plus everything outside, is rendered. The first image visualizes Farming Simulator with no occlusion culling. We’ve made an oversimplified explanation of how this technology works. Other objects will only be rendered when you move the camera to them. This technology tells the game engine to only render (or load, if you prefer) the visible objects in the camera view. The downside? If you’re playing on a map with lots of details, you might experience lag or micro stutter.įS22 will combat this by introducing Occlusion Culling. In older installments of the Farming Simulator franchise, all objects on the map are rendered (loaded) as soon as you start the game, even though clip distances are used. Optimization of the multithreading in FS22 hopefully means better performance when the CPU is hit hard, for example, when AI workers calculate their paths. In simple terms, multithreading is the art of assigning different computing tasks to different cores of the CPU, e.g., the game scripts on core 1, physics on core 2, and sound on core 3. The Farming Simulator games have been using multithreading since FS2011. You can have a great GPU and still experience lag because of a CPU that isn’t on pair. The Farming Simulator games require a good graphics card (GPU) and a good central processing unit (CPU.) The CPU runs the scripts for stuff like the economy, the growth, and the AI workers, not to mention all the script mods.
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