AI duplicates will result from a lack of memory addresses to assign for new NPC randomization. In order to figure out if there's a bug with a certain location, area of the city, perhaps a particular NPC design, etc., we can't just aimlessly say, "But there's this and this and this, as well." We need to systematically
exclude what we know to be the case already.
0.) Mods. Always a given. If you're not in a 100% vanilla playthrough on a clean installation, you'll almost certainly wind up with results that can't be confirmed or reproduced.
1.) RAM. If you have anything under 16 GB of system RAM, you will likely see duplicates regularly if you increase the crowd size.
2.) VRAM. If you have less than 8GB of VRAM, same as above. What I definitely know: VRAM is directly linked to the engine's ability to populate crowds quickly and completely (at least on Nvidia cards.) I have personally tracked the activity and confirmed that having 12 GB of VRAM drastically increases the variety and performance of large crowds. However, the occassional dupe is still there. (What I definitely do not know: Are there areas that have smaller lists of NPC variables overall, resulting in a necessity to create dupes in those spots, because there are no other options to choose from? Possiblly. I
think so. Especially with a few indoor locations, it seems there are more dupes than other places.
3.) Your system overhead. If your hardware has reached its limits, that's all you get. To free up more, these are the settings options you can change, in order of most-impactful to least-impactful:
- Lower your system resolution to 1440p or 1080p. This drastically decreases load for every other conceivable hardware function. There is no single change you can make that will have a more decided effect on freeing up CPU/GPU cycles, amount of RAM/VRAM used at any one point, swap file usage, etc.
- Do not use Upscaling -- either draw at the selected resolution or even better, use DLSS/FSR/XeSS.
- Turn off Ray Tracing.
- Decrease LoD distance.
- Decrease Cascade Shadow distance.
- Decrease Volumentric Fog detail.
- Lastly, if all else fails, decrease Crowd Density.
Importantly: this is to systematically
experiment with the system. Your mileage will vary. Will the game ever unfailingly produce crowds with zero duplicates? No. That would require an infinite number of combinations and therefore infinite system resources. There will be limits no matter what.