![]() ![]() Basically everything that changes their pathfinding causes them to freeze for a sec, even when the change happens far from their path. If Yes: When, and which build, was the last time you did NOT have the issue under the same or similar gameplay situations?Ī lot of pax get errors in their pathfinding just after placing a wall or destroying one. Stuttering Starting 1100Įither Way: What CPU you have, and how many CPU cores?Įither Way: Were you experiencing the issue before under the same or similar gameplay situations? If Yes: At any passenger count, or only above a specific number of pax?įPS drops starting at 600-700 (down to 40-60FPS, dives under 30 around 1000). If Yes: Always, on all maps, or only on some? (Floors, Walls, Queues) When paused and just building objects, 144FPS as that is my monitors limit. Then also 'stuttering' applies every few frames.Īlso, very heavy frame rate drops when building things that require dragging. FPS drops to under 30 which causes very laggy screens when under medium to high load. 28th+ build?ĭescribe the issue, best you can - low FPS in general, or just "stuttering" every few frames?īoth. The second one have frequent peaks to 70-80% and at each game freeze become the most consummingĪre you still having the issue using Aug. ![]() The most consuming is stable and reach most of the time 100% In fact, there are 100% peak cpu on thread usage (very short but.)įun fact: peaks are still issuing even if game is on pause o_oĢ SimAirport threads are more consuming cpu than others I will test to pipe the log file in a tail during the game.Įrrors seen on log file are not synchronized with freezesįreeze frequency seems to increase regarding amount of pax At (wrapper managed-to-native) UnityEngine.Component:get_gameObject (UnityEngine.Component)Īt RetailPrepareItemTask+c_Iterator1.MoveNext () in :0Īt ( enumerator, System.IntPtr returnValueAddress) in :0 ![]()
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