So since TS3 doesn't have ultimate goal, we can take the goal in the game as play it as you go, let's see where it's heading to, whilst the population is growing as the game go, the houses and the building designs also determines additional complex routings, which also add another workload to the computer, all of these adds up, so at some point the processor will reach its maximum workloads, the lightest one is when the game starts to stutter, but in the background this is known as bottlenecking, (this can be verified with running Process Monitor). That can be seen when starting new game, lets say we play one household then paused the game and change to another household, when we do that (changing to another household) we can see the world would zoom out and then zoom in after we chose to play the next household, then when we continue the game, that household has already have their own activity without we controlling or directing them, if we change to another household then it's going to be the same, and that's what each character has randomly independent directions, which makes the game has unlimited possibilities, unlike the open world CoH it has ultimate goal or mission. mission accomplished, the interactions in CoH is only two ways because there are two sides characters which are against each other, where that's not the case in TS3 because each character has randomly independent directions, which is not ultimate goal. The open world game concept determines the direction of the game towards its goal, how the world in the game is growing, which means it has no ultimate goal, is not like in CoH where the goal is whether the player win the war or lose the war and that's it. But the machine (the actual computer we're using eg laptops or pcs) has limits, and that (computer) limits were reach when the game starts stuttering, which I also considered as starting to lags. The game (TS3) has unlimited concept of any possibilities or characteristic, anything could happen just like in the real world, that's what I meant with unlimited. If this were a philosophical discussion I'd be completely on your side talking about the bigger picture, but this is a thread about a video game's internal workings. The big picture is important, but we shouldn't make that main focus because the small details that go on behind the scenes form together to make the bigger picture.
![awesome overgrowth mods awesome overgrowth mods](https://media.moddb.com/images/groups/1/5/4842/0.jpg)
![awesome overgrowth mods awesome overgrowth mods](https://media.moddb.com/images/groups/1/5/4842/d2332d5370a97cc600b3a3d12a12556a6aef8a1e.jpg)
I'm not sure how much more clear I can honestly be here. How the game uses the system memory and how the scripts in the game are processed through the CPU. But, I'm not talking about the package files themselves, I'm talking about how the game takes the content in those files and processes them after indexing them.
![awesome overgrowth mods awesome overgrowth mods](https://staticdelivery.nexusmods.com/mods/130/images/58009-5-1422223981.jpg)
I don't use a ramdisk and have no experience with them. A 64-bit rewrite may not rid the game of limitations and fully solve this poor memory management, but it can help give more room to work with, so it won't reach its memory limit as quickly. The game does not unload every texture in an efficient manner and also had a tendency to store numerous duplicate references/copies of the same texture in the system memory which causes the game to have memory bloat and reach its 3.4 GB/32-bit limit quicker and easier than other 32-bit games. The reason why 32-bit is such a problem in The Sims 3 is because of the poor memory management. These internal workings is the general subject of this thread. How that concept is implemented and made a reality, essentially. We can talk about the game concept all day, but the game's concept is not important to how the game works internally. You say The Sims 3 has limits but it's unlimited? Even in concept it's still limited.