DO NOT USE THIS MOD UNLESS IT GETS UPDATED!
Simulation Lag Fix
http://www.modthesims.info/download.php?t=585420Also there was a thread here about game time flow issues.
I have not seen the code responsible, do not work on/mod this game, or any other such; this is purely my opinion on what is causing the issues, and we all know what opinion is worth.
From what I understand, what's been happening is that the game was originally designed to process "all the action" going on in the world in a single "thread"(programming term).
<Technical computer junk>
Contemporary computers are really many(almost always 4) computers basically manufactured together, with some coordination between them. To use more than one at a time, you need to use "threading", which is a very very complicated, migraine inducing, clunky, obnoxious programming task. Threading allows multiple "streams" of commands to work simultaneously, saving time. Managing threading itself costs time, so when you're designing an application that uses it, you need to measure and balance how many "streams" you have going, and how much work you put on each one, rather than just tossing out new ones constantly, or you end up losing time.
I believe that when the base game was designed, the time balance came down for putting all the "action" work into a single thread, along with the autonomy(AI). Since then, however, there have been years of additions/expansions/whatnot piled on each other, and it all ends up being processed by the same single thread, a design that was never reevaluated after the base game launch.
What I've been seeing since the todler/vampire patch is that even on my year old gaming rig, there's just way too much work being dumped into that single stream for even my processors to possibly work through in real time. The result is the same kind of lagfest executing actions we had in S3, along with the (for me) recent time weirdness(probably also dumped in the same thread). I suspect the issue that broke things for me was vampires having a massive block of condition checking on actions.
<End Technical computer junk>
If I'm correct, and it is an overloaded thread issue causing the action/mood processing lag, and the game time processing weirdness, the correct solution unfortunately, is for EA to task their resident threading expert(not a clueless unpaid intern) on overhauling the S4 project as it stands now, with an eye for future code bloat. Good luck convincing EA to do that.
Fortunately, the code governing that particular problem is apparently exposed for modding; so in theory, someone can maintain another "unofficial fix" until/unless a miracle happens, and EA does the right thing.