A city sim could be made massively more performant using a data oriented architecture like Unity DOTS or any other ECS style engine
That being said most simulation games are usually memory-latency and memory-bandwidth limited, not compute limited.
Very much like using the Java stream parallel API in a webserver is doing wonders in dev, but not in production, as you have many other threads serving other requests also starved for CPU cores
I mean its only common enough that the headline grabbing feature of the markets undisputed largest GPU vendor is a feature literally designed to reduce its impact as a bottleneck.
Over the last 10 years, my favorite simulation games have been Factorio, Tropico (4 and 6), OpenTTD, and Two-point Hospital.
The Anno games are my all around favorite. 1404 is my favorite, but honestly 1800 is probably the best.
Banished spawned an entire genre unto itself even as it hasn't aged gracefully. These survival sims have a lot more "bite" to them. Try Planetbase for a more streamlined experience. Timberborn if you like physics. Also have heard good things about Farthest Frontier.
And then there's Frostpunk which is an all-around amazing experience. The theming and mood rivals any first-person cinematic shooter.
Reading the Wikipedia description[1] makes it sound like a slightly tarted up Settlers, not anything genre-defining. What have I missed?
Calling Banished a tarted up Settlers would be similar to calling Dark Souls a tarted up Zelda game.
In many of these games, FPS is correlated with simulation speed.
If you don't adjust simulation rate you start seeing higher instances of objects phasing through each other, collisions not preserving energy correctly, pathfinding just fundamentally breaking.
Even in Minecraft, with its completely seperate server/client, the rendering can bog down TPS due to JVM pauses and other reasons I don't even understand.
I have a counterexample: there was a game called der Omnibussimulator, in which the simulation and rendering were 1:1 coupled.
Not to mention that this is on an empty map, so there's very little simulation even happening yet, and the big FPS gains come from turning down GPU effects like DoF and motion blur.
> Maybe your city runs slowly
If the simulation is running slow that has a much more detrimental on the quality of game play than jumping from 45 fps to 75 fps. Sure, it’s a simulation, but it’s primarily a game, not a weather model. And I say this as an early adopter of high hertz monitors and a frequent fps player. I absolutely need high frames and low input latency in a competitive PvP game, but in a strategy game, it’s much more important that the tick rate is fast enough that it’s interesting. A slow sim is boring, and it’s not just me, people complain about this all the time in (late game) Stellaris(another Paradox title).
Simulators, especially ones of this size, are usually much more CPU intensive than GPU intensive. So a lot of reviews are obsessive about how beefy their GPU card is, but I suspect a lot of people have "top-heavy" rigs.
I play a lot of simulator games. Most of them are not paragons of optimization (well, except maybe Factorio). But these are not action games so FPS is not really something I personally optimize for and I don't necessarily understand the importance of benchmarking it against, like, Cyberpunk.
I wouldn't be surprised if Paragon's optimization fix will be just to nerf the depth-of-field.