Tutorials & help

Performance tips

General information

In difference to most other games, the newest and most powerful graphics card will not help you much with the performance. Omsi needs a fast CPU, ideally a dual core or more, with at least 3GHz (for AMD, for Intel it might be a bit less). If you want to improve the performance, you need to improve the CPU usage. In Omsi the CPU does also prepare nearly the whole graphic, so that the graphics card is just there for the final rendering. That mean, that the amount of objects, as well as the amount of AI (cars, busses and humans) needs to be set according to the power of your CPU

If you get less than 7-10 FPS (frames-per-second), the physics-engine starts to glitch out and your bus starts to jump.

 


The "4GB Patch"

If you search for help for performance-problems you might often read “use the 4GB patch”, but for what reason? Omsi, as a 32bit application, cannot use more than 4GB of RAM. 2 of the 4GB are reserved for the System, so Omsi normally only can use 2GB RAM, but, within the exe, you can set a marking that allow 32bit application to use the whole 4GB.

This helps in Omsi with very big maps that require much RAM. This patch technically only helps you when you have problems with white textures.

 


Advanced  Settings

Just the very important things:


Graphics settings

 


Graphics Advanced

 


Sound

Here most important: Max. Sound Count
A too small value leads to missing sounds, silent passengers etc. A too high value could decrease the performance, because the sounds need to be decoded by the CPU.

 


AI Traffic

  • Road Traffic Max. Count: Unscheduled

    Sets how many Vehicles (Cars, Trucks ...) drive around on the map. This is one of the most important settings because the AI-Vehicles need much CPU-power. For a good performance, keep the value low. Here you need to find a good compromise between the amount of traffic around you and a good performance.

  • Road traffic factor

    Omsi has a daytime-dependent traffic-density, with this option you can influence the traffic-density. A lower value leads to a better performance, but also to emptier streets.

  • Parked Cars

    Omsi has fixed parking spaces. This value set how many of them are used. Parked cars are not as performing-decreasing as the driving cars, but they add to the amount of objects, which need to be rendered.

  • Humans Max. Count

    Sets how many Humans are on the map. It also limits the max. Amount of passengers you can have. They also need much CPU power (not as much as the Vehicles, but still quite much). For good performance, do not set this value to high.

  • Factor Passengers at Stations

    Depending on the daytime, more or less passengers wait for the bus. With this value you can take influence in this.

  • Road Traffic Max. Count: Scheduled

    Sets how many busses, trams, trains etc. drive around on the map. For a good performance keep this value low, at 10 or less.

  • Schedule priority

    Different bus-lines have different priorities. While the main bus-lines have a very high priority, other, AI-only lines, are less important. If you set this lower, you will see less and lesser other busses, trams, trains, etc. For a good variety keep this at 4 and reduce the “Road Traffic Max. Count: Scheduled” instead.

  • Use reduced AI list

    I am not sure if this option really has any advantage. Try for your own...

 


How to improve the Performance (summary of most important things)

At first:


Afterward, try the other settings. Finding the best setting takes some time. Since every PC is a bit different, there is no general solution.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=820867621

Fleet numbering logic

All of our buses in OMSI have fleet numbers assignes using following logic:

10xx - small citybus
12xx - standard citybus
15xx - tri-axle citybus
18xx - arcticulated citybus
20xx - arcticulated citybus XL (20m+ or tri-articulated)
22xx - double-decker citybus

Intercity/coaches use same schema but +100 (so standard intercity buses are 13xx and tri-axle 16xx etc)
Wrong side of the road buses use same schema also, but instead have +4000 to their numers (so standard would be 52xx and double decker 62xx)

xx is the first unused number in that available section

And the beginning numbers for main categories from our current system come actually avg length of the buses in that category. 10xx = 10m, 12xx = 12m, 15xx = 15m, 18xx = 18m etc

Special IBIS Codes

The following tables explain what the MAN SD200/202 matrix readouts display based on line/course inputs. The table assumes that the value 123## is inputted in IBIS as “Line/Course”, where ## is to be replaced with the respective “Code.”:

Code Result
00 

123

01

E23

02

„Triangle“

03

„Schoolbus“

04

23N

05

S23

06

A23

09

_E3

10

23E

11

_D3

12

_C3

13

_B3

14

_A3

15

_N3

23

_S3

24

S23

25

_U3

26

U23

27

_M3

28

M23

29

BVG

30

23S

31

23U

32

23M

35

N23

36

X23

99

All In/All Out Switch