inZOI deserves realistic, high-quality gameplay without limits

Hello developers, I hope you are doing well.

"I also have a good PC and I want to play inZOI at its full potential. Many players will also have powerful PCs, so it makes sense to aim for a more realistic and immersive gameplay. I want inZOI to be an open world, without loading screens. If we really want this kind of game, we need to accept that weaker PCs won’t be able to handle it — and in a few years those machines won’t even be on the market anymore.

The developers should focus on the future and deliver the best possible experience, instead of being held back by outdated limitations. You have the chance to innovate and create something amazing, without being afraid to push the game’s potential. Don’t let limitations hold back what can be a truly unique experience.

Also, please don’t forget about the players who invested in strong PCs just to enjoy your game at its full potential. It would be unfair if inZOI couldn’t truly shine because it was held back only to accommodate weaker hardware.

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It’s being talked about here too

This exactly. There have long been issues with games being dumbed down to make them playable on consoles, it would be worse if the same now had to happen to make every game playable on low end hardware.

I do not think it unreasonable to expect someone who games for a hobby to have a decent rig - hobbies are all expensive and cannot be indulged without the necessary financial backing.

Don’t get me wrong, there have been times in my life where I did not have the readies to fund my habit, but I had realistic expectations of what I could and could not run. If I were not now running a medium-high spec pc I would not expect Inzoi to perform that great, and may even have not bought the game due to this consideration.

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I fear when Kjun says

Quote from AMA Q&A Part 2:

‘One of our core goals is to ensure a smooth, enjoyable experience for as many players as possible.’

it sadly means exactly that :psycat_sad: It’s possible they got pressure from the publisher or/and investors because sales/player counts are not what they expected them to be and people complaining and so they have to make adjustments.

Maybe that’s also the reason they ditched the roadmap. Who knows what’s going on behind the scenes.

Just so you undertand exactly what no loading screens means, imma repost this from reddit:

Absolutely no loading screens. The game would remain as is with no new open lots added and any future buildings added would strictly be rabbit holes since this is as much as the game is able to handle and the streets/lots would more or less remain empty as is.

pros:

-no loading screens

cons:

-no interactive schools or hospitals

-no extra lots

-no extra houses

-no apartments

-the “empty town feeling” would remain

-all future lots will be rabbitholes

-some existing lots might be converted to rabbit holes

Kjun was clear about the fact the game has reached its limit and cool stuff wont be able to be added. If they only cater to high end PCs, what about those with minimum requirement PCs who alrrady purchased the game and suddenly wont be able to play? Will you be refunding them?

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My apologies if I’m straying from the original topic of this post, but what do you mean by “they ditched the roadmap”?

Also, I love open world so much, the last thing I want is a game like The Sims 4, which I could never fully get into. But I’d rather have a few loading screens than see them abandon the project. I’m already too invested in InZOI, and I really want it to work.

I’ve been eagerly awaiting the October update, and I sincerely hope they don’t take it away from us! Or cancel the game altogether. I’ve waited a long time for a game like this. The Sims is no longer cutting it. I hope they keep going, I hope they know my of us support them and have high hopes for this incredible game.

I for one haven’t stopped playing it since the EA came out. Yes, it has some bugs and all, but it’s still super fun and relaxing. I’ve gotten used to playing it at night before going to sleep, and I really love it.

My computer isn’t very powerful, but the game still it works perfectly. Excellent autonomy, the inner thoughts are amazing, always spot on with the personalities of my zois and what’s going on in their lives. Not to mention the perfect graphics, physics, immersion and realism.

I really, really hope they don’t ditch anything. I’m willing to wait as long as it takes, another year, if necessary, for the bugs to be fixed and the gameplay to be expanded, because, at least for me, with or without loading screens, this game is really worth it!

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Hi, I totally agreed with what you mentioned esp the last para. Thanks for bringing up this concern :smiling_face_with_three_hearts: .

Wish that the developers, Mr Kjun and the Inzoi Team stop breaking INZOI game any further by replacing what works. Keep those mechanics that work well for what the game is intended for in the first place - PC with the required graphics to play.

Dear Developers, Mr Kjun and the inZOI Team - For console please develop separately for console players and not dump together to compromise PC players. Please revert back to save games format for PC - .b1 and .b2 format and not not all format - .usvx which I understand to include console.

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About the Roadmap:

Kjun already mentioned this last month at the Meetup and confirmed/mentioned it in AMA 1 and 2
I really hope this is not due to pressure to get the game ready for official launch too early.
And I hope the ‘right direction’ is not the loudest direction ö.Ö’

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Omg, but - what exactly does “back to the basics” mean? Are they’re ditching the updates altogether, I mean, no October update coming anymore? Or are the updates coming, just with different changes? That would be my question. Cause any upgrades will be welcome no matter when or in what order. The priority for me would be to keep the game up and going! Thanks for your answer, my friend! And thanks too to Kjun, the devs, and all the players that actually support InZOI. :pink_heart:

According to Kjun, there will be a new roodmap ‘very soon’, an October and a December update, he gave a few glimpses of what’s to come in Part 1 and Part 2 of the AMA Q&A.

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They’re not ditching the roadmap they’re just making changes to it. Some stuff we were supposed to get in the August update we didn’t and is now pushed to later but there’s no official date off when we’ll get those features. They have a new roadmap it just hasn’t been released to us yet but I’m willing to bet we’ll get it next week. And we’re still getting the October update btw

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I don’t think this is just some solution for lower ends pcs. I’ve seen people with good pcs say their game keeps crashing or they can’t even get into the game or it gets super laggy. This is only 6 months in, now imagine a year from now with all the content they plan to add. It’s not just for lower end pc players, they’ve stated how they’ve been struggling with trying to keep everything open world while simulating everything since launch. Yeah a part of it is to help with less powerful computers but it’s mostly because of the struggle they’ve been having. The loading screens are also only for SPECIFIC locations as he said, places that require lots of zois like functional hospitals and schools, that’s another reason why they want to have the loading screens because of how taxing that will be. Kjun said they always intended for the game to be open world but that’s been proving to be a lot harder to do for them and as they said they haven’t had much meaningful progress with it. What good is an open world if eventually people can’t even play it due to lag, crashes, etc? If multiple people are having these issues now it will only get worse and if they can’t find a better solution to help with that then idk what to tell people. It’s not like they want to have a partial open world when it was always their intention to have it open, it’s just with the way they’ve been struggling for the last half year, this is their best solution as of rn. And again they also said they were looking at other options whether those end up actually being successful or not only time will tell. I wish people would stop saying the loading screens are to cater to lower end pcs because that’s not the main reason why. If that was their priority they wouldn’t have created the game to be played with such high specs to begin with

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I’ll take a look at those, thank you! :hugs::pink_heart:

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Oh, that’s great! And it gives me a lot of hope, cause I love this game, thank you! :hugs::pink_heart:

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InZOI base game are not even completed yet but the game is very demanding + the city still empty. They even said 6 months after EA they are still struggling in this area, it sounds like they almost ran out of options to make city more immersive and active like how players wanted other than trade-off some features like fully open world to partial open world. The game also will release on consoles with limitations, so no matter how powerful your pc are the game needed to work smoothly on other platforms too.

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Assassin’s Creed Unity (2014, PS4, XOne)

In a full simulation, up to 60 NPCs exist within the player’s radius, the rest are puppets, routed and scheduled by Shepherds, without their own AI. But these puppets are built from NPC subsets (separate skin, dress, hat, boots in absolutely any matching color) and the moment you interact with one, the game loads the actual NPC it’s based on in a fraction of a second. Does it really matter who’s moving around or chatting 40 meters away from you? No. And that’s exactly where the design became historic.

There’s no need to simulate every NPC every frame off-screen – a super simple background simulation is enough, with deferred updates to their gameplay states.

Krafton’s market capitalization is 4–5 times higher than Ubisoft’s, it’s not some struggling indie studio, it’s the 9th most valuable company in the industry ($10B) and owner of PUBG (top-5 franchise generating $1.8 billion a year).

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But what exactly does “the game has reached its limit” mean???

An EA game that promised the world can’t handle an open world? If so, I’d regret buying it for the first time.

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They confidently reported the earnings — that part went smoothly. But what’s next… well… sorry.

But the real kicker is that only the simulation genre somehow gets defended so easily, every time it’s granted a fresh dose of trust, no matter what compromise gets introduced. Any other game would’ve been “cancelled” on the spot (player-wise, not literally).

  1. Ubisoft’s Francois Cournoyer discusses the processes for creating the massive AI crowds that populate the world of Assassin’s Creed Unity: https://www.youtube.com/watch?v=Rz2cNWVLncI
  2. CD PROJEKT RED and Epic Games come together at the State of Unreal to show an early development Unreal Engine 5 tech demo for The Witcher 4 — showcasing some of the innovative technology and features that will help bring the game’s open world to life. Keep in mind this isn’t gameplay of The Witcher 4 itself, but a deep dive into the technological foundation of the new Witcher saga: https://youtu.be/Nthv4xF_zHU?t=513

I think the problem not only the simulation but NPC models in other open world games also very low performance cost (lowpoly, low quality textures, minimal programming). They can add 50+ npcs in one area without significant impact on performance . But NPC in inZOI all the same very detailed, very high quality assets and they don’t even have LOD (not sure why, maybe its too complex). I hope they will manage to do it somehow, I don’t like how NPCs in inzoi kept pop up and out everywhere and we can’t see them from further distance. Even having 10+ Zois in one place made my game so lag.

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I get what you mean. I just stumbled across my July messages in the Discord brainstorm (almost forgot about them), and they were all saying (10 or more) that we need to simplify and group the simulation/NPCs, not expand them based on wishlist demands, because PCs won’t handle it. I gave examples… even suggested taking a timeout and focusing solely on that, not on DLC (that earned me a few “clowns” as well, and a couple of temporary bans on Steam page). But no matter how many things like that were left… what difference does it make, really. We ended up where we ended up.




Beyond geometric LODs, there are also simulation “LODs”, meaning many NPCs, whether off-camera or at a distance, can be limited to basic planner-driven routing. Even better, they can be grouped by types and behave according to a shared controlling entity, rather than individual agent logic.

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