Unfortunately the autofocus did not work that well on this screenshot, but maybe someone guesses what a buddy and I are working on, while we now see the finishing line approaching.


Unfortunately the autofocus did not work that well on this screenshot, but maybe someone guesses what a buddy and I are working on, while we now see the finishing line approaching.

Disclaimer: Just my two cents about that from what I read and heard about these topics, I'm not an expert so I would be happy to be corrected, I also know there are many more factors contributing to the final framerate than this one aspect:
The problem is often that in many parks the objects are created / exported in a way that the CPU is very busy with transferring the data to the GPU, that means the CPU is having a hard time transforming all the different objects pieces until they get send to the GPU which has almost no workload since it just waits for the data from the CPU. A quick demonstration scene. In both variants there are exactly 49,920 triangles for my GPU to transform and shade.
In this first picture the GPU is bored because 4.992 different elements are sent by the CPU, so the CPU is slowing the FPS dramatically (which I guess could only be improved by overclocking it way over the 4 GHz at which my core was running):

Iin the second example it's just one element that is sent by the CPU to the GPU, so the GPU is happy and can work "hard", to draw and shade the 49,920 triangles:

There are probably other factors like the amount of materials and textures used per object that can have a probably (I never measured it) important impact. I know from reading about optimizations for other game engines that poor texture management (using many single texture files instead of combining them in one large atlas) can have a huge impact on how fast the data can be transferred to the GPU, I guess that's also true for NL2. Unfortunately many projects do not do that very well or the designers do not know / care about which results in these relatively low framerates (I'm happy with having 30, I have limited mine to 60 usually anyway ;-)) while the amount of polygons that are visible would probably no problem for the GPU to draw.
I guess in these cases only overclocking the CPU dramatically could improve the framerate. I also don't know if it would be possible to get more CPU cores transferring the data to the GPU, I read from another simulation software that they have about the same problem but the "old" graphics APIs like OpenGL or currently used DirectX versions were not made for that.
So from my understanding it's often more up to the park designer than to the NL2 software, that the performance is how it is and the available hardware power cannot be fully used.
check those awesome behind-the-scenes pics at Steel Vengeance from CoasterForce!
LINK!
On NLE I was TheBeatles, and unfortunately I don't remember my NLBench/Coastersims accounts, but I never really released anything until after the release of NL2
I don't have quite the horsepower you do, and I still get around 30 fps mostly in Terra. It is very well optimized to run as well as it does with how much it has in it. Some parts dip a bit, others are higher. Try some additional parks as benchmarks and see how you do.
-Ride_Op
CodeMaster, you never seem to disappoint! It's like your'e one step ahead at every turn: making the future instead of just watching it happen.
I have many rmc coasters that i can use with this support generator!

Working on my Procedural RMC Support Generator™
I was going through my pics and found a bunch of photos I took during a behind-the-scenes tour of Nitro at the Riding of the Bull Event in 2016. Yeah, kinda late, but I figured I would share them with y'all. I put together a video of the best pics if anyone is interested. Some good photos of unusual supports and angles you don't often see. If anyone is interested, I can share the images for download.
Time to carry-on this topic:
Eurostar:
(wouldn't be neat to design a coaster in 2D within NoLimits, using both of these views?)
Typhoon:
Vekoma SFC (the top view looks a bit distorded tho):
Zamperla Disk'o... hehe:
EDIT:
Golden Horse's freeall section patent. I mean, Broken rail roller coaster capable of presenting platform type vertical falling:
This element is featured in this coaster already:
Good quality Skyrush layout:

Rock'n'Roller Coaster elevation and speed:
(More Disney blueprints there)
Real, the blue one. Really liked it.
DC High Heat posted on February 25th, 2018
Hmm, nope don’t remember. Welcome though! :P
This guy...
I do remember some of you guys! Welcome back :)
Hmm, nope don’t remember. Welcome though! :P
Something I've been working on since I've never fully finished an Arrow Suspended (or been happy with it) and this one is turning out really well!



Welcome back Real! Good to see some of the old guard returning. Along with working on your own project, now you get to teach your kids how to build coasters!
-Ride_Op
I did a double take at who made this thread. Tho the one thing that readily comes to mind is that Top Thrill Dragster recreation.
I had 2 with a stripe. There was a blue one and a red one. The blue one was sunk into the ground while the red one is a combination of multiple large inverts.
Red one is probably the best trackwork I ever had done. Kinda standard, but in my usual "always realistic" sense.
Viking and PvM!! Nice to see those names again!
JP did you have a different username a while ago?
Im going to see what kind of time I have to try and finish a project I started back in 2009.
Been around since the early CoasterSims days so kinda hard not to remember you. I'm not very active in the community and I don't use NL2 that much either these days, but I regularly check out the forums to see what other people are making.