While the first part of the update is intended to improve the performance of the AI job itself, reducing the time each job takes (and therefore reducing the potential for overruns), our handling for scenarios where 'overrun' state did happen was not optimal. This update also includes a change in how the game handles these types of 'overrun' scenarios. When this occurs agents may not correctly update or may stand still waiting for their AI to update, causing them to not be making timely decisions & missing their flight, etc. At some point, these 'jobs' (or sets of calculations) can 'stack up' on the job queue and the queues run "full". Queue OverrunsQueue overruns happen whenever the game is running faster than it is able to handle agent 'AI' jobs/calculations. none stopping for calculations) much more consistently, and even at relatively high agent/passenger counts. :)įeedback from players testing out the latest edge versions has been quite positive - we're hearing frame-rate improvements & decreased CPU load across the board & drastically reduced instances of "overrun"/the game is able to update agent AI without 'falling behind' (i.e. TLDR: Bigger airports run better & more performantly, by a pretty good margin. After the fix, reachability is now checked at a higher level of hierarchical abstraction, and overall performance for larger airports is substantially improved. While we've faced these same types of issues in the past, and dealt with them, this one was substantially more hidden due to the 'smaller' role it plays in AI decision-making process - specifically, the issue was with checking distance to "lifecycle" goal. Previously this reachability check was unintentionally being run on an overly low-level & granular layer of abstraction as airports grew in size this became an increasingly costly operation and the result was that performance deteriorated faster than expected or intended as agent (passenger) counts increased. We're thrilled to say we've found a relatively substantial performance improvement related to the agent (passenger) AI - specifically in how the AI determines whether or not an object can be reached. Despite that, we're constantly looking for ways to improve performance - incremental steps & big leaps alike, and we get especially excited when we're able to find improvements that can positively impact "late-game" & large airport performance.
Performance UpgradesWe generally strive to find performance improvements whenever possible - though we're also somewhat limited by a number of factors: architecture & age of the code-base, size/scope of refactoring, compatibility/legacy concerns, engine issues, GPU support, etc.
#Simairport tutorial mods
On the whole, we're thrilled to say that SimAirport runs well on the Steam Deck after some tweaks it's fully playable - including all Workshop content & mods being available on the platform!
#Simairport tutorial code
For this we're reworking a good chunk of our input-handling code which will result in a good default experience on the Steam Deck, and it will also enable the use of controllers on other platforms, too! :) Lastly, we're currently working on making sure the Steam Deck controls can be fully utilized in the most optimal way possible. This is a general change so you'll benefit even if you're not using the Steam Deck but happen to be playing on a smaller resolution desktop monitor or on a laptop! For example, the top UI generally fits, unless the fuel HUD is enabled to solve this the entire top UI now is able to move to the left and "attach" to the Menu button. Several UIs required a bit of reworking while others may just need a small nudge in the right direction. Our initial testing on Steam Deck did reveal several issues and some quirks - from screen resolution to controller bindings & even some audio issues. Steam DeckValve will soon be launching the 'Steam Deck' and as the release of the hardware nears we've been working on making SimAirport compatible with the new handheld! Luckily SimAirport already runs on Linux, and we have confirmed that both native and Proton options are already able to run on the Steam Deck!