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What kind of computer do you have? My Ryzen 5600U laptop runs this game fine with 1000+ cycle colonies. Klei have been fixing a lot of bugs, with every single update. For example, significant improvements were made to the way critters path-find in one of the recent updates. There was a significant improvement in performance after that.

Secondly, many players want new content to keep the game interesting. Updates and DLCs are normal course of business in gaming. Klei is not a crappy studio in my opinion. If you think they are, than you have not encountered the real crappy cash grab studios yet. Oxygen Not Included's design and the Unity engine pose fundamental engineering challenges which are not easy to resolve. Without money from DLC and increased traffic from free updates, there will be no more bug fixes. Klei will have to stop supporting the game, as it is not their most successful title.

Sure the game runs great. :lol: The Fast Track mod is being developed for no reason. :lol:

Duplicants have been wetting themselves or dying of starvation in the rockets for years. Cannot leave the game running for the night because of that. They move materials from prio 9 storage to prio 1 storage since FPP was released. Thanks to the latest QoL they can now slip on ice while running back and forth between prio 9 and 1. :lol: Also since FPP release auto-sweeper needs to remove all eggs from a bin to then put them all back because one more egg was dropped from the rail nearby. Just amazing. Keep it up! :lol: I will surely pay for more bugs coming in the next DLC. :lol:

every update they release comes with at least a paragraph of performance updates if not an essay

I don't think they're tone deaf to this issue or not trying to fix it, or not making progress, it's just gradual and naturally there is a demand to keep the content up while they do such

you know

to keep the lights on

On 11/26/2024 at 1:33 PM, Primalflower said:

every update they release comes with at least a paragraph of performance updates if not an essay

They say they've made performance improvements, and I'm sure they have made changes, but nobody's really been able to demonstrate that those changes have resulted in performance improvements that players will notice in real survival saves.
Some people have said they've noticed improvements, but not a one has had any videos or test results to back that up.
I've done some very limited benchmarking with a few different saves and noticed no improvement, at all, over the last few updates. If anything it gets a little worse every time (but the difference is too small to be sure).

I understand that ONI is maintained by a small team, in a cave, with a box of scraps. I bought the Frosty Planet Pack on good faith to help them keep the lights on (as you say), even though I wasn't really thrilled with the content. I even bought a copy of Rotwood, the only Klei game I didn't already have.
Now I can't play ONI at all because of bugs like this.
I'm not going to buy the next DLC if I can't play the game.

1 minute ago, hydragyro said:

They say they've made performance improvements, and I'm sure they have made changes, but nobody's really been able to demonstrate that those changes have resulted in performance improvements that players will notice in real survival saves.

I don't understand, is your angle that they're not actually making performance changes?

6 minutes ago, Primalflower said:

I don't understand, is your angle that they're not actually making performance changes?

I think they're making changes with the goal of improving performance.
But the effect has been too small for me to notice, and I've been looking.
It makes me wonder how they measure the effect of the changes they're making to determine that they improve performance.
And since there's plenty of people saying, well, it works on my machine, I'd like to see what they're seeing.

7 hours ago, hydragyro said:

And since there's plenty of people saying, well, it works on my machine, I'd like to see what they're seeing.

It would sound weird but... did you try observing what your CPU does when the game is paused? Because yes, there are dips in performance when the game runs (I am sorry if I find them insignificant and it doesn't hinder me from playing but maybe that's because I used to play the game on even worse performance) but the same dips exist even when the game is paused. I have no idea what that means... Just an observation.

Oh, I forgot to mention this almost 1,5 year old bug report:

Which is a great reward for players like me, who get a stupid idea of wasting days to get hundreds of juicy fruit seeds for their colony and to use pips to plant as many arbor trees as they can.
What did Klei do to resolve it? Pretended it doesn't exist I guess, maybe waiting for the issue to fix itself with hardware upgrades.
Since I've reported that, I've got a modern replacement for my 10 years old desktop pc. Guess what? The thing is still there! :lol: At least I've got an increase in FPS from 6 to 9. :lol:
Adding another type of tree, which again has a performance weight like it's 6 different plants (each branch and the trunk separately and constantly monitoring temperature, atmosphere and this time also light), which even plants itself in the wild form on free natural tiles falling from the sky is helping a lot. :lol:

At least they're capable of fixing interface bugs, like misplaced buttons and missing strings (we all know how game-breaking those are), while promising to someday fix (right after claiming they're actually working on it) a "more than trivial" power grid bug, that just got a player to abandon his 3900 cycle colony. Good to know what kind of issues that, and other bugs that make players restart or quit, are competing for attention with. :lol:

They do make some improvements and fix some bugs, but not all of them, and while every update introduces more bugs, the pile of unresolved issues increases in size. Maybe that is why ONI is not so successful in the first place and adding more buggy features might not be the best solution.

As to keeping the lights on - players have been begging to be able to pay for filament for some time already. I wouldn't mind even paying a monthly subscription equal to the game's price, if only that would be spent solely on fixing bugs and improving performance. I'd even pay triple if that would result in rewriting the game for multithreading, but maybe it's just me.

4 hours ago, sakura_sk said:

did you try observing what your CPU does when the game is paused?

The part of my comment you quoted was a general response to all the people who find a thread where someone says ONI lags and hangs terribly on their high-end PC, and respond claiming they get 500 fps and no bugs at all running ONI on a Commodore 64 or something, never with anything to back that up.

As for the specific bug in the report I linked, yes, it happens even when the game is paused. I even caught it on video; focus on the pulsating red boxes (like on the hydroponic tile) and you can see the game is lagging/freezing even when paused, and this also shows up on the CPU utilization.

paused_stutter.mkv

This next video is what it looks like when the game is actually running. Freezing up four times per minute is just too much for me to ignore; it should be zero.

four_hangs_per_minute.mkv

This is consistent across multiple saves and multiple completely different machines; one of those machines has a 7800X3D. The saves are completely unmodded, so they can't blame that. I've tried every solution that's been suggested anywhere when people have had problems like this over the years, and the only thing that does anything is limiting ONI to one CPU core, but that only helps a little.

1 hour ago, Knurek said:

 every update introduces more bugs, the pile of unresolved issues increases in size. Maybe that is why ONI is not so successful in the first place

I just wanted to emphasize this so it doesn't get lost.
There's no good reason ONI shouldn't be as successful as, for example, Factorio, but that game is almost legendary for it's optimization. ONI... not so much.
(Yes, I have a conceptual understanding of why that is, and it comes back to bad decisions made throughout the development process.)

8 hours ago, hydragyro said:

This is consistent across multiple saves and multiple completely different machines; one of those machines has a 7800X3D.

What is the auto-save frequency? By default it is 1 and it makes the game stutter and huff horribly. The game almost has a seizure every time it saves. I set the frequency to once every five cycle few years ago and performance has never bothered me since. (The game still feels bulky, but certainly quite playable)

20 hours ago, hydragyro said:

I think they're making changes with the goal of improving performance.
But the effect has been too small for me to notice, and I've been looking.
It makes me wonder how they measure the effect of the changes they're making to determine that they improve performance.
And since there's plenty of people saying, well, it works on my machine, I'd like to see what they're seeing.

I did see a noticeable performance on my lategame save with this new update. Besides better fps, one concrete thing I can point to is before when I clicked on an artefact in the artefact module, the game would lag for a second (even with fast track)

Now it does not. 

That being said, I do certainly agree the game needs more overhauls in both performance and tying existing stuff better together.

16 hours ago, Magheat2009 said:

auto-save frequency?

I also set it to every five cycles - the minimum is once per cycle, but this issue appears several times per minute, even when the game is paused.

14 hours ago, mitboy said:

I did see a noticeable performance on my lategame save with this new update

How did you measure that?
Do you happen to have any direct side-by-side comparisons with previous versions in the form of images, videos, spreadsheets, or anything else you can show us?
I've been loading up the same exact saves (including the one attached to the bug report I linked above) in each of the last few updates, and they've only gotten worse. I've provided videos and metrics that demonstrate that quite clearly. Technically, it could still be something unique to my multiple saves and multiple machines, but that's very unlikely.

14 hours ago, mitboy said:

one concrete thing I can point to is before when I clicked on an artefact in the artefact module, the game would lag for a second (even with fast track)
Now it does not.

That's great! They definitely have fixed bugs, including some of the bugs I've reported.

1 hour ago, hydragyro said:

I've provided videos and metrics that demonstrate that quite clearly.

Can you please link the posts where you have provided performance comparisons between earlier and later versions of the game? I looked through your profile but I was unable to locate them.

3 minutes ago, Magheat2009 said:

Can you please link the posts where you have provided performance comparisons between earlier and later versions of the game? I looked through your profile but I was unable to locate them.

It's the entirety of the bug report I linked above. Here it is again.
Same exact save run across multiple updates, and based on both the videos of the game and the images of CPU utilization in task manager, it's worse now than it was before. Even on more powerful hardware, it's worse than it was before (though I do still have the original PC for a direct comparison).
In addition to that, I've done some other testing that I haven't documented here, for example, I just found a save from 2022 that, IIRC, didn't have this issue before, but it does now. If someone at Klei requests more information like that I'd be more than happy to provide it, noting of course that I'm not a game dev so I can only help so much.
But what's here already is more than anyone claiming massive performance improvements has provided, and the burden is on them to prove their claim, not me to disprove it.

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