Addressing Late Game Lag in Transport Fever: Hopes for Transport Fever 3

The frustration of late-game lag in simulation games is a common topic among players, and Transport Fever is no exception. Many players find that as their transportation networks grow and their game world expands, performance can degrade, especially around the 1970s and 1980s in-game. This issue has sparked discussions within the community regarding the underlying causes and potential solutions, as well as hopes for improvements in a potential Transport Fever 3.

The Simulation Bottleneck

One of the primary reasons cited for late-game lag is the game’s agent-based simulation system. This approach, where every agent (vehicle, person, etc.) is individually simulated, becomes increasingly demanding as the game world becomes more complex. As one player aptly pointed out, “The method of simulation the game uses (every agent) is completely unsuitable for a game about complex transport networks.” This sentiment is echoed by others who recognize that the detailed simulation, while initially engaging, becomes a bottleneck as the game progresses. Even players with powerful PCs equipped with processors like the Ryzen 5800k and high-end graphics cards experience this performance slowdown.

This issue isn’t unique to Transport Fever. Cities Skylines, another popular city-building simulation game that employs similar agent-based mechanics, also encounters late-game lag. This suggests that the fundamental approach to simulation is a key factor contributing to the performance limitations seen in these types of games.

Community Solutions and Workarounds

While a complete overhaul of the simulation system might be beyond the scope of the current game, the Transport Fever community has identified several workarounds to mitigate late-game lag. Mods are frequently suggested as a way to manage performance. One approach is to limit population growth, as a larger population inherently means more agents to simulate. Mods like “Population Factor” and “Town Tuning” allow players to decrease the number of people per building, effectively capping population. “No Town Development” mod offers another way to control population by stopping growth after a certain point.

Limiting the number of cities and playing on smaller maps are also practical strategies to reduce simulation load. By consciously managing the scale of their game world, players can maintain smoother gameplay for longer periods. However, these solutions are often seen as compromises, as players naturally want to expand their networks and build sprawling empires without performance becoming a major impediment.

Looking Ahead to Transport Fever 3

The desire for a smoother late-game experience fuels hopes for significant improvements in a potential Transport Fever 3. Players express the wish that a sequel would “be able to keep at least 50~60 fps in late game with mods or without on any map size” even on mid-to-high-end PCs. This points to a need for optimization and potentially a rethinking of the simulation mechanics themselves. Suggestions include exploring alternative systems, such as city-based or station-based simulation models, similar to those found in games like Railway Empire and A-Train.

Ultimately, the conversation around late-game lag in Transport Fever highlights a core challenge in simulation game development: balancing intricate detail and realism with smooth performance, especially as game worlds become increasingly vast and complex. As players look forward to the possibilities of Transport Fever 3, addressing these performance bottlenecks will be crucial for delivering a truly seamless and enjoyable long-term gameplay experience.

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