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retired moderator
#26 Old 12th Feb 2025 at 6:53 PM
Further to what FranH says- test on a copy of your hood! Always keep a safe backup.
Forum Resident
Original Poster
#27 Old 12th Feb 2025 at 10:11 PM
Quote: Originally posted by FranH
Test your save first. Make sure everything is working properly.

Save that play, then test CC-you can (if you'd like) partial it in, by running only some of the CC and then add in more as you test the limits of your game.

The reason is that if you have a lot of CC, it will start dragging down the game-the more you have to load on the amount of RAM you have the more the game will have to work to run.

Reference: this thread where the amount of CC is being debated. It also references other threads about what amount is safe for certain amounts of RAM, etc. It was a very enlightening discussion. It's been going on for 25 years!

https://db.modthesims.info/showthread.php?t=593998

( I was involved in those discussions, too. Polar bears roam wherever they want! )


Welp, considering that new players are joining, there are probably lots of people that are CC adicts. I just love the feeling of having a lot of choice and the biggest part of my CC is Buy stuff. Looking at my profile you can see that I'm into aesthetics.

I'll post updates, hopefully that's an issue and not something to do with my save.

Update: All families except the Rossi family (a.k.a. the heaviest family a.k.a. the family with the biggest house and the most objects) crashes but when I moved them out to a different lot they work fine but the empty house crashes on the loading screen. This is pretty odd because I made it from scratch, maybe used it for 10 sim days, and the only thing I modded about her is using the Stuck Object remover on necessary spots. Meanwhile the downloaded family homes have no issues.



This is the problematic house. For reference, it's maybe as big as the Capp and Summerdream homes.
Screenshots
Mad Poster
#28 Old 12th Feb 2025 at 11:13 PM
There is also something else that has to be addressed when talking about CC-polygons.

I'm running right now the Download organizer, and the highest polygon objects are cars by a large margin. If you have a car on the lot, that's taking a lot of time to render it in the game and it can crash the lot if it's pushing the boundaries of your RAM.

Cars, hairs, plants and trees are some of the highest polygon objects in the game and the more you have of them in one lot, the more difficult the lot will be to run.

I normally don't put a lot of trees on any lot but when I do, I notice a considerable lag, and I have a fairly decent computer now.

So all that lovely CC is indeed lovely, but it does have a cost in running your game smoothly. We all like pretty things.

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Grave Matters: The funeral podium is available here: https://www.mediafire.com/file/e6tj...albits.zip/file
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Forum Resident
Original Poster
#29 Old 13th Feb 2025 at 12:27 PM
Quote: Originally posted by FranH
There is also something else that has to be addressed when talking about CC-polygons.

I'm running right now the Download organizer, and the highest polygon objects are cars by a large margin. If you have a car on the lot, that's taking a lot of time to render it in the game and it can crash the lot if it's pushing the boundaries of your RAM.

Cars, hairs, plants and trees are some of the highest polygon objects in the game and the more you have of them in one lot, the more difficult the lot will be to run.

I normally don't put a lot of trees on any lot but when I do, I notice a considerable lag, and I have a fairly decent computer now.

So all that lovely CC is indeed lovely, but it does have a cost in running your game smoothly. We all like pretty things.



Thank you. I did start avoiding high poly objects like clutter and other unecessary stuff, but it's pretty hard to avoid the things you mentioned when your play style is alpha. Luckily, I don't have a tone of that. I actually tested my game yesterday and it crashes in change appearence even when I have defaults, but the mods aren't crashing the game. Now I'm beyond confused. Defaults were a way to save space in CAS. The hairstyles used as defaults are 8+ years old by creators like Newsea.
Mad Poster
#30 Old 13th Feb 2025 at 12:47 PM
^ For polys, everything does add up, and cars/trees do tend to be on the higher side - but if they have roughly estimated polycounts around EAxis cars/trees, they shouldn't be the absolute worst, unless you make a giant forest or a car dealership with cars on every floor.

In a lot of cases, large + many textures can be worse than having a few items with a higher polycount. If you have shaders on, cars can be a bit shader heavy (reflections with environment map).

Using the same item (mesh+recolor) several times on a lot, opposed to using multiple different items (for instance when working with foliage, walls, floor, etc.) can in some cases reduce the strain, since the game only needs to read one mesh and one texture (not entirely sure if TS2 reads the files like this, though the performance is a bit worse with multiple different items). It's much used in various ways for games to save on rendering power.
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