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Help with non-gamebreaking tricks to optimize fps, even with debug mode


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Just now, aresd said:

I reached the 1200 cycle and the game turned into a 1-2 frames slideshow. No tricks will save the opportunity to play after going into space. For several hours I tried to save the game, but it is useless. It makes no sense to waste time on this game if you want something more than a miner simulator. The release is a complete failure. So much work has been invested for a variety of gameplay, but in the end, the game was killed by optimization.

Sry to hear that.
Perhaps you can upgrade your hardware to a 2 GHz Dual Core with 4 GB Ram, should be enough!

 

1 hour ago, aresd said:

I reached the 1200 cycle and the game turned into a 1-2 frames slideshow.

Please upload that savegame. It sounds like a good candidate for exploring the performance pitfalls.

1 hour ago, Nightinggale said:

Please upload that savegame. It sounds like a good candidate for exploring the performance pitfalls.

Im close to cycle 1500 with a very developed base, occasionally i dip down to 5, sometimes its up to 40-50 but not often

Game really needs to be multithreaded, 

8 hours ago, aresd said:

I reached the 1200 cycle and the game turned into a 1-2 frames slideshow. No tricks will save the opportunity to play after going into space. For several hours I tried to save the game, but it is useless. It makes no sense to waste time on this game if you want something more than a miner simulator. The release is a complete failure. So much work has been invested for a variety of gameplay, but in the end, the game was killed by optimization.

I am guessing you read all the suggestions in this thread, have you tried all of them together? Especially concentrating every debris in 1 tile and painting neutronium? Even without this one last trick (which might be a bit too much for most people), I was able to keep 20-30 fps for most of the time in my 1400 cycle, completely mined out, 30 dupes colony that had eccess to 9 rockets. This, however, was in Mk III. I've read space might have its own bugs now and might be single handedly destroying fps for some unknown reason.
Still, just for the record, how many dupes do you have? how are your pathing and debris situations? What about jet suits?

39 minutes ago, suxkar said:

I am guessing you read all the suggestions in this thread, have you tried all of them together? Especially concentrating every debris in 1 tile and painting neutronium? Even without this one last trick (which might be a bit too much for most people), I was able to keep 20-30 fps for most of the time in my 1400 cycle, completely mined out, 30 dupes colony that had eccess to 9 rockets. This, however, was in Mk III. I've read space might have its own bugs now and might be single handedly destroying fps for some unknown reason.
Still, just for the record, how many dupes do you have? how are your pathing and debris situations? What about jet suits?

 

7 hours ago, Nightinggale said:

Please upload that savegame. It sounds like a good candidate for exploring the performance pitfalls.

Make everything so that the game develops

 

P.S. After starting from the save, it works for 50-60 FPS for some time, about 5 minutes. After - a step-by-step frame change.

Поехавшая бригада.sav

34 minutes ago, aresd said:

 

Make everything so that the game develops

 

P.S. After starting from the save, it works for 50-60 FPS for some time, about 5 minutes. After - a step-by-step frame change.

Поехавшая бригада.sav

I've just taken a look at your base.
You are storing your materials in MANY compactors, far apart from each other, and you are heavily mixing materials inside the same compactor.
I haven't seen a trace of a centralized drop pit with compactors
There is still A LOT of debris around
No areas are covered in tiles, although you left most of the map intact, which probably helps.
The only thing that, in my humble opionion, is ok is the pathing, which is farly simple, although it contains redundancies and U shapes.
My fps did drop after a bit, but usually that is due to how my laptop behaves: when it starts to overheat, fps drops dramatically for one minute, but then gets better, is ok for like 10 minutes, and then the cycle starts again. It is more then playable for me in general, and your map seemed no different. Can someone else try the map for 10+ minutes and comment on the fps?

Anyway, what I said leads me to the final point:

9 hours ago, aresd said:

I reached the 1200 cycle and the game turned into a 1-2 frames slideshow. No tricks will save the opportunity to play after going into space. For several hours I tried to save the game, but it is useless. It makes no sense to waste time on this game if you want something more than a miner simulator. The release is a complete failure. So much work has been invested for a variety of gameplay, but in the end, the game was killed by optimization.

Why are you spreading this bad mood when you haven't even tried to fix it? I understand that simply complaining and venting frustration is easier, but in the end it doesn't help anyone. I feel like a constructive mood would be much more helpful.
I understand that, when playing a game, one shouldn't be forced to worry about how you play the game to optimize fps, but that's just how it is. In my opinion, this game is great enough for me to spend that much effort.
On a final note, I mean all of this in, again, a constructive way, I don't mean to offend anyone, as, again, it would not be helpful in any way.

11 minutes ago, suxkar said:

I've just taken a look at your base.
You are storing your materials in MANY compactors, far apart from each other, and you are heavily mixing materials inside the same compactor.
I haven't seen a trace of a centralized drop pit with compactors
There is still A LOT of debris around
No areas are covered in tiles, although you left most of the map intact, which probably helps.
The only thing that, in my humble opionion, is ok is the pathing, which is farly simple, although it contains redundancies and U shapes.
My fps did drop after a bit, but usually that is due to how my laptop behaves: when it starts to overheat, fps drops dramatically for one minute, but then gets better, is ok for like 10 minutes, and then the cycle starts again. It is more then playable for me in general, and your map seemed no different. Can someone else try the map for 10+ minutes and comment on the fps?

Anyway, what I said leads me to the final point:

Why are you spreading this bad mood when you haven't even tried to fix it? I understand that simply complaining and venting frustration is easier, but in the end it doesn't help anyone. I feel like a constructive mood would be much more helpful.
I understand that, when playing a game, one shouldn't be forced to worry about how you play the game to optimize fps, but that's just how it is. In my opinion, this game is great enough for me to spend that much effort.
On a final note, I mean all of this in, again, a constructive way, I don't mean to offend anyone, as, again, it would not be helpful in any way.

Is this feature documented in the game? Why should I spend many hours on forums and discussions to win a couple of FPS? This is still a complaint to the developers.

I can try to record a short video of how it looks with me

 

P.S Pay attention to the mechanical gateway. This error is already more than a year old. After starting the save, duplicates stop coming out of it until the rules are updated

5 minutes ago, aresd said:

Is this feature documented in the game? Why should I spend many hours on forums and discussions to win a couple of FPS? This is still a complaint to the developers.

I can try to record a short video of how it looks with me

I do not doubt you fps sucks, you do not need to make a video.
What you are saying is absolutely correct. "Spend hours in the forums and building tiles all over the map to try and fix the amazing late game lag" is not a "displayed" feature of this game. So I perfectly understand.
What can I say, as long as it is playable for me, I'll play.
With more people coming to the game for the release, inevitably more complains will come from new players, and complains are already coming now from veterans (I saw what you just wrote @Oozinator :D). Hopefully this will put more pressure on the matter.
So the solution for now is, I guess, keep complaining :shock:

Just now, suxkar said:

 @Oozinator :D). Hopefully this will put more pressure on the matter.
So the solution for now is, I guess, keep complaining :shock:

I can not play the game at the moment (since launch), see no reason to restart the game, to get again to the point of frustration, had it many times.
I complained about many things and for EA it was ok, but not for a launched product.
This is really frustrating for me, because ONI was a long time very addictive, but now it feels ruined someway.
 

1 minute ago, Oozinator said:

I can not play the game at the moment (since launch), see no reason to restart the game, to get again to the point of frustration, had it many times.
I complained about many things and for EA it was ok, but not for a launched product.
This is really frustrating for me, because ONI was a long time very addictive, but now it feels ruined someway.
 

At which point does it get unplayable for you?

20 minutes ago, suxkar said:

I do not doubt you fps sucks, you do not need to make a video.
What you are saying is absolutely correct. "Spend hours in the forums and building tiles all over the map to try and fix the amazing late game lag" is not a "displayed" feature of this game. So I perfectly understand.
What can I say, as long as it is playable for me, I'll play.
With more people coming to the game for the release, inevitably more complains will come from new players, and complains are already coming now from veterans (I saw what you just wrote @Oozinator :D). Hopefully this will put more pressure on the matter.
So the solution for now is, I guess, keep complaining :shock:

https://youtu.be/LxoRUpjaByA

This thing happens to me after about five minutes, after a stable 60 fps and constantly worsens to unbearable. Restarting helps for the next 5 minutes and it all starts again. This game defines my prerequisites for epilepsy

44 minutes ago, aresd said:

https://youtu.be/LxoRUpjaByA

This thing happens to me after about five minutes, after a stable 60 fps and constantly worsens to unbearable. Restarting helps for the next 5 minutes and it all starts again. This game defines my prerequisites for epilepsy

I guess we have a different feeling of fps.. The video you posted looks MORE then playable to me. I fear you have no idea what's awaiting you in the late game.

7 minutes ago, suxkar said:

I guess we have a different feeling of fps.. The video you posted looks MORE then playable to me. I fear you have no idea what's awaiting you in the late game.

I'm afraid to imagine what you survived it and what wait is next :shock:

make a video, I want to see how fastidious I am :o

1 hour ago, suxkar said:

I guess we have a different feeling of fps.. The video you posted looks MORE then playable to me. I fear you have no idea what's awaiting you in the late game.

I think I discovered a problem. The bottleneck of the game is the exchange of temperatures. A sharp loss and swallowing of frames occurs after the launch and landing of a rocket. When the steam is still there, but the heat transfer is no longer hyperactive, I see 60 frames again :o

it seems to me that frame loss is higher during volcanic eruptions and lower during sleep. This must be verified empirically.

https://youtu.be/C3-gmkMIkqE

do not pay attention to the initial problems with the frames. I have network storage, the hard drives from all computers are in another room and are connected via fiber optic cable in order to combat noise from HDD. So some initial loading due to the slower network channel is present in all games. Watch from the second minute and you see 60 frames. After the rocket is launched, it takes 9-10 minutes and the game chokes for a very long time.

But haven't the developers announced a couple of months earlier about the change in the temperature calculation?

2 hours ago, aresd said:

Is this feature documented in the game? Why should I spend many hours on forums and discussions to win a couple of FPS? This is still a complaint to the developers.

I agree with this statement. I haven't tried the savegame yet, but that won't stop me from commenting on what people write here. It basically says "fill the map with tiles, don't leave stuff on the floor, store everything in one location and don't use default storage settings". None of that comes natural to anybody who haven't read the forum and reading the forum shouldn't be a requirement to play the game.

While FPS will always depend on player actions, ideally the game should be playable in all scenarios where the player doesn't do something unreasonable. It's just very hard to code a game like that, but that doesn't mean it shouldn't be the design goal or that it's unreasonable for players to want such a design goal.

15 minutes ago, Nightinggale said:

I agree with this statement. I haven't tried the savegame yet, but that won't stop me from commenting on what people write here. It basically says "fill the map with tiles, don't leave stuff on the floor, store everything in one location and don't use default storage settings". None of that comes natural to anybody who haven't read the forum and reading the forum shouldn't be a requirement to play the game.

While FPS will always depend on player actions, ideally the game should be playable in all scenarios where the player doesn't do something unreasonable.

storing things is a very big problem. With spacewalk, the amount of regolith exceeds the amount of all resources combined. And, by the way, with access to outer space the very problems with productivity begin. Is it not the fact that hundreds of tons of regolith, after it was opened for review, instead of simplifying the exchange of temperature, while hidden by the unknown, begins to take part in the active exchange of temperature? But the temperature difference between the regolith layers is very sharply different .... like steam from a rocket and surrounding cells? How do you like that?

I also have some assumptions about the storage account, and the thing is just the same as you said that separate storage improves productivity. But isn’t it the fact that the things put into storage begin to actively exchange temperature? After all, if you put 20 tons of resources in the store, then this is just removing the picture of the resource from the map and increasing its weight in the store. In fact, numbers that are easy to store and process. But what about the temperatures again? Is this not the case that all these messy resources in the storehouse begin to actively exchange temperature? And how does this happen? It is hidden from view. What will happen if we put 20 tons of iron in 1 ton in one storehouse with a temperature increment, for example, of 30 degrees? If I am right, then this repository will give exactly the same load as a repository with messy resources.

Is it not that when we start excavation, the temperatures rise or fall evenly, and when we dig all the volcanoes and go out to the surface, more aggressive and complex mechanisms for calculating temperature exchanges begin

And again, in the treasury of my arguments. It was this patch that began to actively criticize, just as I came here with the same problems when, as previously, such a problem did not exist. And with the new patch, a new mechanics for calculating temperatures comes out. Coincidence?

 

I AM SORRY, BAD ENGLISH, JUST GOOGLE TRANSLATE. THANKS =)

I think the thing is that the game was probably not designed to be played 1000+ cycles in the same colony. I mean the win condition is reaching the temporal tear (and/or building the monument) and this can easily be done in much less time than 1000 cycles. Even if you play relatively slowly.

 

1 hour ago, aresd said:

I think I discovered a problem. The bottleneck of the game is the exchange of temperatures. A sharp loss and swallowing of frames occurs after the launch and landing of a rocket. When the steam is still there, but the heat transfer is no longer hyperactive, I see 60 frames again :o

it seems to me that frame loss is higher during volcanic eruptions and lower during sleep. This must be verified empirically.

https://youtu.be/C3-gmkMIkqE

do not pay attention to the initial problems with the frames. I have network storage, the hard drives from all computers are in another room and are connected via fiber optic cable in order to combat noise from HDD. So some initial loading due to the slower network channel is present in all games. Watch from the second minute and you see 60 frames. After the rocket is launched, it takes 9-10 minutes and the game chokes for a very long time.

But haven't the developers announced a couple of months earlier about the change in the temperature calculation?

THIS RIGHT HERE. I think you may have discovered and confirmed what's causing all of the FPS drops and stuttering that a lot of people are getting when they start launching rockets into space. 

This type of performance degradation never occurred before the beta for the launch update. I've been playing the game since rockets came out (and before that as well) and the FPS loss that is happening now when launching rockets was not a thing before launch. 

It's a relatively easy issue to reproduce at least. 

1. Launch a rocket, preferably steam since I think the issue is more apparent with steam rockets.

2. If your game was running at a steady FPS, then expect FPS to drop and performance to become much more stuttery. 

3. Reload the save file after launching the rocket (keep in mind there's currently another bug involving a memory leak where each successive reload will increase the game's RAM usage until you're maxed out and the game crashes, hooray!). Performance will magically rebound and be normal again. That is, until you launch another rocket.

Note how I use the word stuttery. This does not simply equate to a drop in FPS. This equates to a drop in FPS and a jerking in frames. An analogy would be running vs. walking. Running is 60 FPS, walking is 30. Stuttering is when you're running/walking but you trip every now and then. This is not normal performance for the game, and should be treated as a bug until rectified. 

27 minutes ago, selereth said:

THIS RIGHT HERE. I think you may have discovered and confirmed what's causing all of the FPS drops and stuttering that a lot of people are getting when they start launching rockets into space. 

This type of performance degradation never occurred before the beta for the launch update. I've been playing the game since rockets came out (and before that as well) and the FPS loss that is happening now when launching rockets was not a thing before launch. 

It's a relatively easy issue to reproduce at least. 

1. Launch a rocket, preferably steam since I think the issue is more apparent with steam rockets.

2. If your game was running at a steady FPS, then expect FPS to drop and performance to become much more stuttery. 

3. Reload the save file after launching the rocket (keep in mind there's currently another bug involving a memory leak where each successive reload will increase the game's RAM usage until you're maxed out and the game crashes, hooray!). Performance will magically rebound and be normal again. That is, until you launch another rocket.

Note how I use the word stuttery. This does not simply equate to a drop in FPS. This equates to a drop in FPS and a jerking in frames. An analogy would be running vs. walking. Running is 60 FPS, walking is 30. Stuttering is when you're running/walking but you trip every now and then. This is not normal performance for the game, and should be treated as a bug until rectified. 

... this means that this is not a computer performance problem ... but because the data stream for calculation by the processor is too narrow in a deep game ....

30595-1468922546.jpeg

1 hour ago, Ellilea said:

This has never been a game about obe singular win condition though. It's about engineering, optimization, automation. The objectives are new and generally sidebar goodies.

Indeed. What the release give us is that a working base should be more likely to work long-term. Previously, you basically hat do start over at the regular larger changes.

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