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Do you think DST needs a boost in performance?


Do you think DST needs a boost in performance?  

93 members have voted

  1. 1. Do you think DST needs a boost in performance?

    • Yes it needs one
      78
    • No it's fine
      15


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Performance has always been an issue for me. I've played this game for a while now and I don't feel like it's getting any better. Entity always seem to cause lag in my server, especially spiders/pig/merm. I always feel capped in terms of the amount of entity I can have around me base because it'll lag if I don't keep the number in check. 

I also feel like a performance boost is needed because the time I take to load in from surface/cave is high, like around 1 - 2 minute after the qol update. It may be because of the new added content? The loading times have significantly increased for me for some reason.

I also found out this game runs mainly on one core, which would explain the laggy performance when I tried hosting on a google server with multi core processor. Why is that? How can a modern game not utilize all the cores? I am genuinely curious as I'm not familiar with game dev.

1 hour ago, nimzowitsch10 said:

I also feel like a performance boost is needed because the time I take to load in from surface/cave is high, like around 1 - 2 minute after the qol update. It may be because of the new added content? The loading times have significantly increased for me for some reason.

This is not just you as it occurred during the moon quay beta and I've confirmed with others that yes it's a thing.

I have been re-reporting this bug since then but there has been no fix to it since (I don't know the cause and I'm guessing neither do the devs).

I don't have an answer for your other questions as I'm not familiar with them.

I love mega basing and I'm always limited by how much I can have in an area. I'd love to have a huge chest zone with tons of decor but then it'll lag. Also cave loading screens and joining taking forever has also been a huge issue (the menu screen when looking for worlds also seems laggy too). I hope dst gets a performance boost in the future.

DST always was kinda resource-eating game. Imagine having powerful machine and still experiencing drops of framerates. Because of that I am usually doimg some cleaning around world - cleaning guano, rots, sticks, twiggy trees, whatever else I found laying aimlessly on ground... 

2 hours ago, nimzowitsch10 said:

I also found out this game runs mainly on one core, which would explain the laggy performance when I tried hosting on a google server with multi core processor. Why is that? How can a modern game not utilize all the cores? I am genuinely curious as I'm not familiar with game dev.

Sorry, multiprocessing is more complicated than you think and not much can be done here.

10 hours ago, Baark0 said:

id like if the game could run at 144fps

pointless if the animations are exported at 30 FPS already. It'd have no difference besides smooth looking movement.

and higher than 60 FPS is known to break some mechanics that use FPS to calculate 

50 minutes ago, Cheggf said:

So why's the game run at 60 instead of 30 if the animations the characters do is the only thing that matters? 

As in most games break if they run at more than 60 FPS

specifically those that were intended to be 60 FPS i'm sure the devs hardcoded the game to 60 FPS for a reason

1 hour ago, Cliffford W. said:

As in most games break if they run at more than 60 FPS

That's not true, and it also doesn't answer the question. If character animations are the only thing that matters then why does the game run at 60 instead of 30 fps? 

2 hours ago, Cheggf said:

That's not true, and it also doesn't answer the question. If character animations are the only thing that matters then why does the game run at 60 instead of 30 fps? 

I suspect it's due to the game originally being a BROWSER game before.

Only the animations are 30 FPS the game itself is more than that

1 minute ago, Cliffford W. said:

I suspect it's due to the game originally being a BROWSER game before.

Browser games can be 30 fps. 

2 minutes ago, Cliffford W. said:

Only the animations are 30 FPS the game itself is more than that

And that's what I'm asking about. If the only thing that matters is the character's animations, why is the game more than 30 fps? The answer is obviously because there's more to a game than just the character's animations. 

So far my situation makes it impossible for me to host or play the game as long as there's caves on the server for the reasons we mostly know, so if I want to play the game I do so on remotely hosted dedi servers, there's just no other ways or the game contently have long seconds of freeze or immediate updating in a split one and many other indescribable ways but it will be totally fine in other cases : cave-less, joining servers.

Must add I play a lot of games that are usually quite demanding and it's always at 60fps despite there can be a few freezes and drop rarely now and then, but since the game I play the most on my free time is DST it really make me feel like I play on a potato.

I feel like it would be a monstrous effort to make the game more optimized. Maybe It's time to switch to a modern game engine like Unity somehow. My logic is that if it were easy to make the game run better, Klei would have done it by now.

52 minutes ago, . . . said:

I wish the waterlogged canopy biome would get an increase in FPS (the bloom effect causes huge lag there) entering it cuts your frames in half it's so bad.

You can turn the canopy off in the settings. 

I just upgraded my PC because I've been wanting to for a long time. Swapped to Linux from Windows. Wow it was horrible. Constant stuttering, mouse was not being controlled properly. Thankfully I went to DST's steam properties > Compatability > Check the Box and set to Proton Experimental. It helps and it is enjoyable again.
I started playing with a friend in online (I tend to only play solo) holy crap the lag. The game went from pretty easy to insanely difficult because it is so hard to kite anything now. (yes lag compensation is turned off).
I know it is Peer to peer but, surely something could make it smoother? Might require a new engine? idk, I know nothing about this stuff.

I think it must. I'm not sure if they are included, but if they not I believe it would be super. There is few way for it, might my comment help devs.

  • For staling system should be changed. The stale-able things should have 1/10 system, like if a character became to away from a food, it should work integrated together until player pick it. All things between %0-10, %10-20, %20-30, %90-100 etc. should work together.
    Like if player leave a seed that have %91, a meatball have %76, a potato have %25, and go far from it, the stale system of them should work synchronized and after player come back from far distance, they should be same and %75, then decrease all time. So this would change math to (0.25) instead of ( (number of item)*100).
  • Caves should work only if a player exist in it, same for surface.
  • Item's that have temperature and wetness info and far away from player should change their wetness and temperature to what world's instant weather condition. It will save game objects to contain that kind of information.
18 hours ago, maxwell_winters said:

You can turn the canopy off in the settings. 

i can disable all trees and mobs in the world too. that's not the point, the point is the canopy is horribly optimized and causes great lag when it shouldn't be.

13 hours ago, Karitha said:

Caves should work only if a player exist in it, same for surface.

This would be a very good thing to have like the DST Alone mod, it could be a toggleable option too for ppl who run multiplayer server and if host wants to go in cave then everybody else goes in cave and vice-versa.

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