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Game FPS Drops


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9 minutes ago, axxionx12 said:

FPS drops every time you build a section of pipe since it must recalculate the potential paths of the liquid packets. Once the building stops, the FPS should correct as well.

This is likely the core of your issue. If you have slowdowns without building pipes and it's still due to the pipe, then the savegame will be very interesting for Klei in regards to hunt for more FPS.

You can reduce the lag from adding to the pipe. Build shorter pipe sections. This is surprisingly easy to do because pipe bridges doesn't merge pipe sections, it moves gas/liquid from one to the other. This means if you have 5 sections of 20 cells and you join them with bridges, you end up with one pipe in gameplay, which is 100 cells long, but for the calculations it's never more than 20 cells.

At least that should work in theory. I never experienced the severe pipe lag myself, meaning I haven't actually tested it ingame.

2 hours ago, SharraShimada said:

Avoid multiple paths wherever possible. Pathfinding causes heavy cpu stress. If a point is reachable by multiple ways, block them.

It's not exactly true that multiple paths will cause more pathfinding CPU usage.

It's more about "path density" than total count. Pathfinding CPU cost is mostly related to how many tiles are reachable within distance of endpoint. That is, if you're trying to reach a point within 100 "moves", every tile within 100 "moves" has a chance to be checked.

So cutting off all but one entrance won't help much. Cutting out ALL entrances however will prevent pathing there and so save time.

4 minutes ago, superhanz said:

So what I ended up doing was to daisy chain bridges. No more fps drops and back to a stable 33. Only 2fps less than before. Not sure though what this is going to do though. Hope my base still gets cooled lolomg.

Probably a lot less, since bridges don't exchange heat...

Word "suddenly" frequently means "Jet Suit Checkpoint build".

Adding to Duplicants ability to move in 8 directions instead of 2, increase pathfinding nearly by power of three, so some calculation, which needs 50 milliseconds before, now needs about 125 seconds. Of course it is not so simple - there are very smart programmers at Klei, using less straight forward algorithms, but problem of calculation of best path is hard for computer.

Try to disable Jet, or limit number of allowed there Duplicants, or limit zone accessible by Jet - possibly this helps

46 minutes ago, Prince Mandor said:

Word "suddenly" frequently means "Jet Suit Checkpoint build".

Adding to Duplicants ability to move in 8 directions instead of 2, increase pathfinding nearly by power of three, so some calculation, which needs 50 milliseconds before, now needs about 125 seconds. Of course it is not so simple - there are very smart programmers at Klei, using less straight forward algorithms, but problem of calculation of best path is hard for computer.

Try to disable Jet, or limit number of allowed there Duplicants, or limit zone accessible by Jet - possibly this helps

no like i said it was the long ass pipe

7 hours ago, superhanz said:

So what I ended up doing was to daisy chain bridges

7 hours ago, OxCD said:

bridges don't exchange heat

The obvious answer to that is to make like 20 pipe cells between each bridge. I don't know if 20 is the right number, but you get the idea. For the most part there is heat exchange, but there are bridges, which prevents the pipe update calculations from working on hundreds of cells.

20 minutes ago, Artorias36 said:

I have severe fps drop even while building 1 vent, the fps drop appears only when the vent is finished and is appearing in the game not during the construction.

If you have one vent, which will allow you to gain several FPS by removing it and you lose them when you add it again, then you should post a bug report with that savegame. It sounds like something is very wrong because vents shouldn't have an impact like that.

22 hours ago, Nightinggale said:

If you have one vent, which will allow you to gain several FPS by removing it and you lose them when you add it again, then you should post a bug report with that savegame. It sounds like something is very wrong because vents shouldn't have an impact like that.

Can anybody tell me where is the save file location of ONI?

 

Thanks

10 minutes ago, Artorias36 said:

Can anybody tell me where is the save file location of ONI?

Copy paste of the bottom of the "report new bug" page (removed the Don't Starve only part)

Spoiler

DXDiag (Oxygen Not Included and Don't Starve)

In order to get a DXDiag on Windows:
- Click on your Start button
- Press the Windows key + R on your keyboard to access the "Run" window
- On the new window, type in dxdiag.exe and press enter; this will open up the DirectX diagnostic tool
- Click on the "Save All Information" tab on the diagnostic tool
- A "Save As..." window will pop up where you can click on save. It will save your hardware information as a document to your desktop (default).
- Close the diagnostic tool and attach the new document to your forum post or support ticket.

Oxygen Not Included Save Files

There are situations where we may ask you for a copy of your save file. You will be able to find your save file in the documents folder at \Documents\Klei\OxygenNotIncluded\save_files

Oxygen Not Included Output Log

In order to find your game's output_log.txt file: Right click on Oxygen Not Included on your game library > Properties > Local Files Click on Browse Local Files The file will be located in SteamApps\common\OxygenNotIncluded\OxygenNotIncluded_Data\output_log.txt

FOR MAC OS X

MAC SYSTEM SPECS
- Click the Apple icon in the top left corner of your Mac, where the navigation/menu bar is located
- Click "About This Mac", a new window will open up
- Click on Overview Tab for your basic computer specs (including Processor, Memory, and Graphics Card)
- Provide our team with your Mac specs list

SAVE FILES
There are situations where we may ask you for a copy of your save file. On Mac, you will be able to find your save file in ~/Library/Application Support/Klei/Oxygen Not Included/save_files

LOG FILE
On Mac, you will find your log file in ~/Library/Logs/Unity/Player.log

FOR LINUX

LINUX SYSTEM SPECS
Please provide a description of your hardware specs - generally providing your lshw is a convenient way of listing the computer's spec list.

SAVE FILES
There are situations where we may ask you for a copy of your save file. On Linux, you will be able to find your save file in ~/.config/unity3d/Klei/Oxygen Not Included/save_files

LOG FILE
On LINUX, you will find your log file in ~/.config/unity3d/Klei/Oxygen Not Included/Player.log

 

I saw a streamer build up to jetpacks but his jet suit dock connected to the rest of his base. His FPS dropped in half once it was set up. He opened up the pathing debug tool and it went bonkers. Pathing definitely consumes a huge portion of CPU effort. Reducing the number of times a dupe has to remap the universe every second will help a lot.

The good news is that pathing works very well for concurrent programming. After all you have a simple input (a map), a simple output (a path), and none of the source data changes very much. A dupe can stay busy with an outdated map for quite some time, as long as they have jobs to do. They're only truly lost once they can't find their own bedroom/printer pod and need to check their map again.

 

11 minutes ago, bobucles said:

I saw a streamer build up to jetpacks but his jet suit dock connected to the rest of his base. His FPS dropped in half once it was set up. He opened up the pathing debug tool and it went bonkers. Pathing definitely consumes a huge portion of CPU effort. Reducing the number of times a dupe has to remap the universe every second will help a lot.

This is a known issue. While flying, dupes can basically go everywhere, which leaves way more possible paths than the pathfinding code can handle within a reasonable time. However it doesn't mean that games without jetpacks can't have FPS issues.

12 minutes ago, bobucles said:

The good news is that pathing works very well for concurrent programming. After all you have a simple input (a map), a simple output (a path), and none of the source data changes very much. A dupe can stay busy with an outdated map for quite some time, as long as they have jobs to do. They're only truly lost once they can't find their own bedroom/printer pod and need to check their map again.

There are lengthy threads on this topic.

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