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The crowd limit is the far-ped pool, not a distance.
0.1 patched the off-camera cull and claimed it was why crowds vanish. Tracing every deletion (new TraceRemovals=1) showed that cull never touches a ped you can see. The visible cut-off is the far-pool-full cull: under 12 free of 150 dummy-ped slots the game deletes the farthest, 20 per frame, no visibility test. Stock route: 4,426 of 8,129 deletions, 2,847 on camera at a median 74 m.
0.2:
- replaces that cull with one that never takes an on-camera ped (0 on the same route)
- grows the far pool 150 to 300 with the twelve pools sized to it, verified against stock first, live sizes logged
- keep distances 130 m for on-camera, off-camera and never-seen peds; spawner far edge 105 to 130
- spawns per frame back to stock 8
- README, figures, explainer and trace logs in the repo
Tested dead ends, documented: 450 far peds breaks physics; growing the vehicle pool corrupts memory.
popctl.asi SHA-256 2afd688dacd161810866c377ee39805c1562ec6bac519997eb73a47225989ecd