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It's using Unity which isn't going to be a particularly performant engine because it is written for generalization (even though it's core is C++) and I've heard a few mentions of it being bad at having too many objects/actors (doesn't scale well). Additionally, the API is all managed C# which comes with overhead and baggage which can also reduce performance. I would be shocked if GTA V wasn't written in C++ by programmers sweating the details for performance. Cursory research indicates that Rockstar's RAGE engine is C++ and you damn well know they're squeezing everything out of their own solution and digging into performance issues for their specific use cases (they solve the problems they have, not generalizing solutions).
C# can be written in a fairly optimized way, but it takes a bit of doing if you come from the world of having done C++ for decades.
Remember in GTA5 that NPCs disappear once you get too far away; they are just in the world as filler and have no impact aside from existing.
By contrast, each NPC in Planet Coaster (and other games like it) carry a much higher processing load, as they have to decide where to go and what to do, what financial decisions to make, and so on. There's a much higher processing load per NPC then in games like GTA5. And since parks can have thousands of guests at a time...you see how that can become a CPU problem fast.
So wrong. Learn to gamedev.Unity Engine is garbage, plain and simple.
I'm sorry for neglecting to put my disclaimer stating that everything in my post is my own opinion.So wrong. Learn to gamedev.