Performance release for laptops with integrated graphics.
For players
- The simulator picks a graphics tier for your machine on first start (Intel UHD starts on Very Low, Iris Xe and Ryzen "Radeon Graphics" on Low, dedicated cards on High) and remembers your choice.
- Two new buttons on the right-hand panel of the farm: Graphics (Very Low to Ultra) and Render (render resolution: automatic, 540p, 720p, 900p, 1080p, native). Lowering the render resolution is the biggest single speed-up on an integrated GPU.
- F3 shows frame rate with CPU and GPU frame times. The lower tiers cap at 60 fps so laptops do not overheat, and the game idles at 10 fps while it is not the active window.
- Very heavy crop models (the scanned cucumber is over four hundred thousand triangles per plant) are planted with wider spacing on the lower tiers so a plot stays inside a triangle budget. The console says when this happens; Ultra has no limit.
- Fixed: "Go to Farm" had no farms in the previous build, because the farm list was never copied into it.
Under the hood
- Every humanoid built a neural network sized from its camera image: about 800 MB of arrays and 200 million random calls in Start, and every plot placed spawned another humanoid. Vector inputs only now, and one companion.
- Every robot carried a second always-on camera rendering the whole scene into a texture each frame. One camera now owns that texture and renders only while the picture-in-picture panel shows it, at a tier-dependent rate.
- The farm asked for 5000 decorative props including about a thousand animated people; the count follows the tier, people are capped and stop animating off screen, and spawning no longer freezes the game.
- The rover re-subscribed its input callbacks every frame, so the game got slower the longer it ran.
- A million grass tufts cast shadows into every cascade, terrain instancing was off, the post-processing profile shipped empty while FXAA and a NaN-guard pass still ran, and physics could take sixteen catch-up steps in one slow frame. All fixed, plus GPU instancing on crops and trees and per-plant Update calls removed.
Measured (GTX 1660 SUPER, 2560x1440 display, a 322-plant soybean plot with the companion humanoid; GPU frame time is what an integrated GPU multiplies by roughly ten)
| Tier | Render | GPU ms | CPU ms | fps |
|---|---|---|---|---|
| Very Low | 960x540 | 0.45 | 16.7 (capped) | 60 |
| Low | 1280x720 | 2.14 | 16.7 (capped) | 60 |
| Medium | 1600x900 | 3.71 | 16.7 (capped) | 60 |
| High | native | 6.48 | 6.96 | 144 |
| Ultra | native | 10.42 | 10.37 | 96 |
The previous release ran everyone at Ultra. Managed memory during the run is 6 MB; the previous release allocated about 800 MB per humanoid.
Support
Run FarmSimulator.exe -benchmark -quality 1 (0 = Very Low ... 5 = Ultra). It drives to the farm, plants a plot, measures, and writes benchmark.csv plus a screenshot to %USERPROFILE%\AppData\LocalLow\DefaultCompany\Robotics-Sim\. Send that file and Player.log from the same folder if a machine still struggles. In the repository, bash build_and_benchmark.sh rebuilds and measures every tier.