JonathanHoffman Posted January 6, 2021 Share Posted January 6, 2021 So I've got 500+ hours in Oni, and it's always been a source of frustration how choppy my games get once I hit a certain level of complexity. I didn't even bother with jetpacks after a while because the framerate hit was so extreme. I worry how Spaced Out only adds more demand on a system - by necessity I added more dupes to manage each of my three main bases (65+ now). Redundant gas, liquid, and material systems running constantly in multiple bases. Farms, Ranches...even though the maps are smaller, there's just more total stuff happening to keep each individual base livable. I'm running it on a new desktop pc, 16-core AMD Ryzen 9, 64 gb ram, gtx 1070 gpu (still waiting for my 3080...) and I'm hitting massive framerate problems. It takes a while to load dupe stats (I cringe every time I accidentally hit 'F' and have to wait 10 seconds). I just worry that if my relatively beefy PC can't handle Spaced Out once you get to endgame level complexity, than no one's can... How's it running for everyone else? Any particular thing really slam your frame rates (like jetpacks)? Link to comment https://forums.kleientertainment.com/forums/topic/125772-performance-concerns-amplified-by-dlc/ Share on other sites More sharing options...
nakomaru Posted January 6, 2021 Share Posted January 6, 2021 I have the same concerns. I used to use half width maps on vanilla, which was plenty of space and entirely solved the issue. With the DLC maps being more dense halving each map is a bit harder, so I'm just accepting it for now. It's probably worth it though. Insert pipe dream about parallelizing asteroids. Link to comment https://forums.kleientertainment.com/forums/topic/125772-performance-concerns-amplified-by-dlc/#findComment-1413727 Share on other sites More sharing options...
MinhPham Posted January 6, 2021 Share Posted January 6, 2021 Or you accidentally clicked on the doors, mesh table, toilet, command capsule .... with 50+ dupes around, or open starmap and clicked on any asteroid with 20+ rockets around ... Link to comment https://forums.kleientertainment.com/forums/topic/125772-performance-concerns-amplified-by-dlc/#findComment-1413731 Share on other sites More sharing options...
The Plum Gate Posted January 6, 2021 Share Posted January 6, 2021 This biggest performance hit I notice is when having a context window open ( properties window for an item or building, etc ) and trying to wasd around. There is horrible 'drag' in the rendering - there used to be the same problem with the follow-cam, but they fixed whatever was going on with that. I haven't tried mouse RB dragging to replicate this, I just don't use it unless i'm preoccupied, so I haven't noticed. adding to this, the game spawns 4 threads according to logs, they could just spawn more threads, I don't know too many people's machines that couldn't handle 8, my 1800x could probably handle 12 or so without bogging down the computer. There were some windows power management settings that I used to have to mess with that would keep my processor from being in a very low frequency when in a low state of utilization. Link to comment https://forums.kleientertainment.com/forums/topic/125772-performance-concerns-amplified-by-dlc/#findComment-1413756 Share on other sites More sharing options...
MiniDeathStar Posted January 6, 2021 Share Posted January 6, 2021 I think the GPU is the biggest bottleneck. My RTX 2060 was running at 100% until I cleaned up the debris, now it's at 60%, but even at 100% the DLC has always felt smooth. Much smoother than vanilla in fact. Keep in mind that there's a lot of extra debug tools running in the background in the alpha version, which also impacts performance. Link to comment https://forums.kleientertainment.com/forums/topic/125772-performance-concerns-amplified-by-dlc/#findComment-1413779 Share on other sites More sharing options...
sakura_sk Posted January 6, 2021 Share Posted January 6, 2021 The DLC can still run in my potato laptop after 300+ cycles so I'm good with that . I wouldn't dare to put 65+ dupes though... 20ish seem enough Link to comment https://forums.kleientertainment.com/forums/topic/125772-performance-concerns-amplified-by-dlc/#findComment-1413784 Share on other sites More sharing options...
Payamb Posted January 6, 2021 Share Posted January 6, 2021 Yeah i literally stopped playing my current DLC game after 400ish cycle, performance was unbearable, I really hope to see more performance optimisation as Klei keeps developing the DLC Link to comment https://forums.kleientertainment.com/forums/topic/125772-performance-concerns-amplified-by-dlc/#findComment-1413794 Share on other sites More sharing options...
The Plum Gate Posted January 6, 2021 Share Posted January 6, 2021 My vega 64 hovers around 60 watts power drawn on this at 3440x1440, it's barely batting an eye at it - I'm not sure why a 2060 would be chugging along at 100%. My entire system is using around ~30% of its available performance, gpu vram around 4-6 gigs at most, the gpu never even enters the higher power states. I don't even think the fan cuts on honestly. It's the framerate that can't be maintained in some overlays - it's just how the animation works in this game I suppose. Link to comment https://forums.kleientertainment.com/forums/topic/125772-performance-concerns-amplified-by-dlc/#findComment-1413807 Share on other sites More sharing options...
MiniDeathStar Posted January 6, 2021 Share Posted January 6, 2021 No idea, honestly. I have Chrome open, maybe that's a factor? Or the task manager is lying. Link to comment https://forums.kleientertainment.com/forums/topic/125772-performance-concerns-amplified-by-dlc/#findComment-1413811 Share on other sites More sharing options...
The Plum Gate Posted January 6, 2021 Share Posted January 6, 2021 15 minutes ago, MiniDeathStar said: No idea, honestly. I have Chrome open, maybe that's a factor? Or the task manager is lying. Turn hardware acceleration off in chrome and see what happens. Sometimes this feature is problematic or a bit greedy. You should be able to check the process monitor detailed view to see which process is using the most power and gpu, etc. Link to comment https://forums.kleientertainment.com/forums/topic/125772-performance-concerns-amplified-by-dlc/#findComment-1413819 Share on other sites More sharing options...
Steve8 Posted January 6, 2021 Share Posted January 6, 2021 You don't need many dupes on other bases. You can send a larger crew to build things. After everything is in place they can return to the main planet and 1-3 can run everything. Even if you want larger groups on other bases there is no reason whatsoever to have 60+ dupes Link to comment https://forums.kleientertainment.com/forums/topic/125772-performance-concerns-amplified-by-dlc/#findComment-1413820 Share on other sites More sharing options...
chemie Posted January 6, 2021 Share Posted January 6, 2021 at about 400 cycles, dupes start the one task shuffle. Walk up to multiple dig commands, dig one tile, start to walk back to base maybe 10 tiles, turn around, and come back and dig another single tile, repeat. Very annoying. Link to comment https://forums.kleientertainment.com/forums/topic/125772-performance-concerns-amplified-by-dlc/#findComment-1413840 Share on other sites More sharing options...
JonathanHoffman Posted January 6, 2021 Author Share Posted January 6, 2021 3 hours ago, Steve8 said: You don't need many dupes on other bases. You can send a larger crew to build things. After everything is in place they can return to the main planet and 1-3 can run everything. Even if you want larger groups on other bases there is no reason whatsoever to have 60+ dupes I suppose I don't NEED that many dupes on other bases, but I'd hate to have to send a construction task force to these extra bases any time I wanted to get something built. My ancillary bases have 10-15 dupes, which is seems 'right' to mine resources and run the farms and ranches specific to those biomes... I do admit my main base is overkill. I have around 35 dupes there depending on which rockets are out - and those guys have run out of stuff to do. But when I need anything built - by golly, it's done in one cycle. 35 might have been reasonable on the original, larger worlds, but it's def too many for the smaller main map. I would have sent them to the other rocks, but their delicate little psyches couldn't have handled living in such squalor after the main base's luxury. I had to print fresh, bright-eyed, undemanding dupes to build out those new frontiers. By the time that they'd upgraded the secondary bases to have enough amenities to please the original batch of dupes, I'd already gotten to 60 of them... Also there's no way to happily 'retire' a dupe I intentionally can kill them, but 1) that's horrible 2) the other dupes don't respond well to it. Link to comment https://forums.kleientertainment.com/forums/topic/125772-performance-concerns-amplified-by-dlc/#findComment-1413857 Share on other sites More sharing options...
darknotezero Posted January 6, 2021 Share Posted January 6, 2021 just warp your extra dupes from the DLC to the base game and then send them on a rocket to the Temporal Tear. Link to comment https://forums.kleientertainment.com/forums/topic/125772-performance-concerns-amplified-by-dlc/#findComment-1413866 Share on other sites More sharing options...
MinhPham Posted January 6, 2021 Share Posted January 6, 2021 I thought only the first duplicant sent to temporal tear is removed from the game .... Link to comment https://forums.kleientertainment.com/forums/topic/125772-performance-concerns-amplified-by-dlc/#findComment-1413884 Share on other sites More sharing options...
blash365 Posted January 6, 2021 Share Posted January 6, 2021 From a discussion about map size and performance: On 11/30/2020 at 1:00 AM, blash365 said: As far as i understand it the computing problem with the big maps was that too many paths were possible for each task (imagine a jetpack dupe in an empty room). The smaller the map, the lesser options a dupe was having to path to a task destination (imagine multiple jet-dupes in several smaller rooms). The DLC seems to address exactly this issue by creating multiple smaller maps. If you combine them, they might still add up to the same or even more space than the original asteroid from vanilla. But if you look at each asteroid the dupes should have far less options to choose their way from. Resulting in less computations to perform. Having said that, the asteroids feel a bit small at the moment. Link to comment https://forums.kleientertainment.com/forums/topic/125772-performance-concerns-amplified-by-dlc/#findComment-1413892 Share on other sites More sharing options...
The Plum Gate Posted January 7, 2021 Share Posted January 7, 2021 4 hours ago, blash365 said: From a discussion about map size and performance: yes, this lends to the whole - don't dig out the entire map and chill out with the excessive ladders argument - and maybe the performance won't be so bad. Link to comment https://forums.kleientertainment.com/forums/topic/125772-performance-concerns-amplified-by-dlc/#findComment-1414013 Share on other sites More sharing options...
TripLykely Posted January 7, 2021 Share Posted January 7, 2021 15 hours ago, sakura_sk said: The DLC can still run in my potato laptop after 300+ cycles so I'm good with that . I wouldn't dare to put 65+ dupes though... 20ish seem enough Same, 65+ dupes has got to strain the CPU, but I get the fun of playing with that many. Personally I normally do 16 or 32. Anecdotal, but DLC has seemed smoother/faster than vanilla to me Link to comment https://forums.kleientertainment.com/forums/topic/125772-performance-concerns-amplified-by-dlc/#findComment-1414019 Share on other sites More sharing options...
KittenIsAGeek Posted January 7, 2021 Share Posted January 7, 2021 In defense of Klei.. the DLC is still in development. That likely means that there is some debugging enabled, and debugging code always impairs performance. Link to comment https://forums.kleientertainment.com/forums/topic/125772-performance-concerns-amplified-by-dlc/#findComment-1414066 Share on other sites More sharing options...
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