I know it is hard to make and optimize a game, especially considering the massive time crunch you guys at EGS are under. However, I feel that the game needs to have better optimization. I will focus on two points: the foliage and the houses, starting with the foliage.
The foliage is infamous for not looking great - I've already made a post about how it could be made to look better (https://discord.com/channels/474299944254308373/1104001055919964241). However, for this post I'm going to be focusing on the optimization. The foliage most notorious for having bad optimization is the spruce trees, as many of them unload if you're not right next to them (and when I say right next to them, I mean either hugging up against the tree or within a few steps of the tree). I believe the spruce trees should not unload at all, seeing as no other trees do. As for optimizing the foliage, while I'm not a game dev and therefore do not know much about this, I do have an idea: if the player is the distance between the front of the park and the edge of the mayor's fence away from a tree, bush, etc. then the foliage should not sway in the wind.
As for optimizing the main locations, I have a more elaborate idea. If the player is in the location's "area" (a place where the location's ambience plays), then it should be fully loaded. If the player is not in the location's area but isn't super far from it, then the location and its interior becomes low-poly. If the player is incredibly far away from the location to the point where they can barely see it, then the entire interior unloads and the exterior becomes slightly more low-poly.
Here are some screenshots of the player being able to see the unloaded, low-poly locations despite being right next to them:
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