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[Bug]: NewGRF animated tiles can be very resource-intensive #10192
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The attached save includes a NewGRF which is not available on the ingame content downloader. |
That NewGRF is not essential to load the savegame and observe the issue. In general you'd probably be better off with a smaller map size. |
True, but that would make it less fun :) I've played same-size scenarios before but encountered frame rate issues much later in the gameplay when it included thousands of vehicles. However, at that point, I used the Japanese TownSet (and not the RealHouses 32-bit version used here), which I suspect might be contributing to the lower frame rate? |
Yes, the Real Houses set is causing the issue due to its use of animation callbacks for detecting neighbouring roads for building orientation. I'd suggest using a different house set in future games. |
Got it, that's a shame such a beautiful set, is there a way to possibly switch off the detecting mode? |
Version of OpenTTD
13.0 - Beta 1 - OS 13.0.1
Expected result
First of all, thank you to everyone who put work into this release and all the previous releases, and I apologize if this bug report doesn't belong here.
I started a new game in 13.0 Beta -1, and noticed a very low frame rate even though the save game still has relatively few vehicles. I'm not sure if the issue is caused by the latest beta or is a result of possibly incompatible GRFs?
Actual result
I expected a higher frame rate especially given that there are still very few vehicles in the save game.
Steps to reproduce
The save game is too large to upload but can be found here
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