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Oxygen Not Included

Found 9 results

  1. Hey you forum lovelies, Thought i'd share this little 5 minute video with you - worked wonders for my FPS and general feel of the game. I now have less input lag when clicking the usual offenders (overlays, compactors, doors, etc) and I genuinely hope it helps some of you struggling folks too. Makes use of a free piece of software called Process Lasso and seems to be borderline idiot proof - although I did try my best to break it Full disclaimer : Results may vary, some of you are way bigger computer nerds than I am, and I no doubt miss-spoke a fair few times (I was rushing to get this video out before stream). This process greatly improved my gaming performance, as would cocaine and/or energy drinks. This will not instantly fix your 1500 critter, cycle 5000, 2 dupe "speed run" - that can only be fixed with a slap in the grill - however, it will hopefully help anyone who isn't a total pleblord. Mwah as ever! -Life xox *Edit* For those of you who didn't check the video description : *Note* Some people have stated that disabling SMT works better for them, this video was recorded with SMT enabled. For more info, google "Simultaneous Multithreading". You lazy slackers
  2. Hey peeps Just ran an experiment and thought people might be interested in the results. So lately it seems like the popular storage method is dumping everything into a single pile via chutes/dispensors. I wondered if that was more cpu intensive than storage compactors, so I tried it. Based on what I'm seeing, it looks like storage compactors are better. I didn't manage resources super carefully, so my hatches would've eaten some rocks and more regolith would've rained down (although my dupes couldn't access the surface so that wouldn't be a huge factor) while moving stuff from one location to the other, but dupe/critter count should be the same, as well as anything related to pathing. As you can see, i've got almost 7000tons of minerals alone, so quite a bit of material. In the big-pile approach, the pile was in a vacuum on a mesh tile, so theoretically it shouldn't be running any heat calculations on it. Also, the door was locked to maintain the air seal, so dupes didn't have access to the materials, which I also thought would improve performance. Any thoughts? I'm kinda surprised by the results myself, and curious if anyone sees any issues with the approach. (looks like the screenshot didn't include fps, you I guess you'll just have to take my word for it.) Everything in storage compactors: 22fps (+/- 1) https://steamcommunity.com/sharedfiles/filedetails/?id=1842611967 compact 22 fps.sav Everything in a big pile (in a vacuum): 20 fps. (+/- 1) https://steamcommunity.com/sharedfiles/filedetails/?id=1842611802 pile 20fps.sav (Edit: Attached save files)
  3. Boy is the game running like crap post launch. Currently running a cycle 347 base with 15 dupes and some of the worst frame rates I have ever witnessed in the history of playing this game, dating all the way back to December 2017. I'm also experiencing a fair amount of stuttering too, where the frame rate, which is normally running in the 35-45 FPS range, will drop to 20 FPS for a split second, then shoot back up. I haven't even breached space yet! I would expect this type of performance in the beta, and ironically enough, this is the exact same performance that I was getting in the beta. My computer isn't being taxed in the slightest, only 40% of my CPU power is being utilized. My GPU is playing this game with its figurative eyes closed, and yet I can't even sustain 50 FPS. QoL Mk3, for those of you who played it, the performance then was SO MUCH BETTER. I had a base with 23 dupes and almost the entire map revealed and was getting the same frame rate then that I am getting now. It's unbelievable really. How they could regress the optimization of the game for the final release really is beyond me. I hope that all of this is caused by the temp calculation because right now, this is really bad. Luckily for Klei, most new players won't progress far enough into the game to run into performance problems. And before anyone tells me it's my computer, trust me, it's really not. Like I said, I've had bases in the past that were twice as big and ran more smoothly, so if the game could run as well then, it can run as well now. The devs really need to take a long hard look at the changes they've made to their code recently and determine what the root issue is. People with more monstrous computers than mine will obviously be able to brute force their way to 60 FPS no matter what simply by virtue of sheer computing power, but I don't have a top of the line rig so I rely heavily upon code working properly and similarly to how it was running beforehand.
  4. We need more fps, end game is not very enjoyable if your playing on a powerpoint presentation (if you know what I mean)
  5. This will be a thread for players to submit reports and gather evidence relating to the massive performance degradation that typically occurs when players start launching rockets. A number of players have already posted about this issue and one user, u/aresd, surmised that the cause of the problem is the way temperature is calculated, especially since the launch of a rocket creates a lot of changes in temperature due to all of the exhaust. This is his report: Another player already submitted a bug report here: https://forums.kleientertainment.com/klei-bug-tracker/oni/fps-drops-and-stutters-for-no-reason-r21162/ This is a serious and urgent issue as it is currently making the game very stuttery and laggy after reaching the rocket stage, and rockets comprise 25% of the total game. To quote myself: Whatever is causing this performance loss, whether it be temperature calculations or something else, seriously needs to be addressed. I cannot believe the game runs worse in launch than it did in QoL Mk3; that is the antithesis of what a final release should be.
  6. Hello, I am currently struggling with the game overheating my laptop while running at full 60fps, and I'd like to be able throttle the frame rate down to 30/24 fps. Sadly, there are no external programs on Mac that can help with this issue, so I'm hoping there is a way within the game to set this, or possibly a file to edit, or a way to mod it in. Any help would be appreciated!
  7. For those of you who started save files in the beta branch and are continuing with them in the launch update, did your FPS change at all? I assumed that FPS would increase since there are a lot of debugging tools enabled in the beta branch that tend to slow the game down but it hasn't seemed to change for me. Is it only new save files that are started in the launch update that benefit from the increased framerate?
  8. Its a great game but sometimes its ruined by the poor performance of our machines. A quick fix is to add in the settings a way to disable some animation and/or sound effects that are not really important to improve FPS
  9. My game is running at about 30-40 FPS on 2x speed in the preview branch right now but after launching a rocket drops to 25-30 FPS and becomes noticeably more stuttery in performance. Reloading the game solves the problem and I know it's not a computer system reqs issue either since the game has always run great in the past. Submitted a bug report already but wanted to see if anyone else is experiencing the same problem.