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Huge LAG when OBS is active - SOLUTION


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I've almost given up on my colony after seemingly out of the blue, the game dropped down to <10 FPS.

After a lot of trial and error I have managed to find the problem, and it has nothing to do with ONI itself. The problem lies with OBS's browsersource plugin. The more you have in your scene, the more laggy ONI gets. My solution currently is to use an overlay tool to aggregate my overlays into one to reduce the lag.

I'm not sure what actually conflicts with what aspect of ONI, but if you're a content creator suffering from inexplicable lag, this is your solution.

Biggest tip would be to tidy up your various scenes and ensure that you make all your browser sources shut down when not active.

Every browser source you've ever added to OBS that didn't have that option ticked will be actively using cpu as soon as you open up OBS - and as ONI is so cpu heavy, that might help you out a little.

Also, consider having your frequently used browser sources as dedicated scenes, then you can simply nest these scenes inside your main scenes. Same works for webcam, media sources, etc.

The problem is not so much ONI itself (although ONI is known to be terrible in terms of multi core support) but more than likely your OBS setup. Give me a shout if you're struggling.

I've had some luck with with scrolling lag taking ONI off cpu cores 0 and 1 via the set affinity option in the details tab of the task manager.  I haven't figured out how to permanently remove it's anything-goes affinity.  I noticed that core 0 is constantly being polled for whatever reason, so it's a spikey mess on my machine. I don't know how many threads ONI spins up, but i've got 8/16 available and give it 14 and it uses about half of them and never pegs any one core at 100%.

I can't really speak for late game lag however - I just don't have that many bases that are advanced or up to date. It might be nice to have an enormous laggy base save file to see how the system fares in a late game. I know this was a conversation brought forwards a few updates ago, so I don't want to stray too far from the original discussion. It's nice to know that other software running might be to blame.

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