Does the game slows down considerably if you teleport to lots of area in one session?

for example, player wants to farm crafting materials by jumping through dozens of portals leading to different farming routes in one game session, then farm sr in the end. will this slows down the game in that session?

i don’t know if grim dawn ‘remembers’ the areas players recently visit? or store all areas equally in its memory, only rendering areas close to player’s current location. and how this affect the game’s performance. if it does slows down the game considerably, maybe farming a single route per session is the preferable way.

I assume it remembers something because at a minimum the mobs do not respawn and the dropped items are still around…

There is a difference between memory usage and slowing down however, esp if you do not revisit the area, so that memory does not get used and can be swapped to disk if RAM gets tight.
I also doubt that it is all that much to keep track of RAM use wise. The monsters that spawned and were not killed, the proxies that spawn them (which ones already got triggered) and the items that dropped for the most part. The level geometry basically is static, so that can be loaded and unloaded as needed.

Long story short, whether there is a slowdown and how much will depend both on the actual implementation and your system. I haven’t experienced any but then I have lots of RAM and usually do not have that long running sessions.

My old system that i first played GD on only had 8gb of ram and i never had slow downs no matter how much i zapped around. I can’t detect any difference between that system and my curent one that has 32 gb of ram so i doubt this could affect the game significantly enough that you would notice.

hm, so the game could afford long farming session through many areas for average cpu’s these days. and lots of RAM will greatly help too then.