Timberborn

Timberborn

Tips for improving performance later in game?
I've reached a point in my save where my fps drops pretty low alot, any tips for improving performance?
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Gorby původně napsal:
lothos původně napsal:
so, i am wondering about this myself. my pc is 2 weeks old. Brand new clean i9 2.8ghz with 64gb ram and a rtx 3080ti card. 330-350ish beavers and i chug alot on fast. dynamite is slow to spread at all regardless of number placed.
What brand new i9 is 2.8GHz? Or did you get a 10th gen? My max beaver count has only gotten to about 320 so far but with my 11900k, 3080ti, and 64GB@3200 I never go below 130fps even on fastest speed. The only stutter I get is when an autosave happens.

11th gen actually i thought...but, its an 8 core:

Intel(R) Core(TM) i9-10900F CPU @ 2.80GHz 2.81 GHz

Gorby 2. říj. 2021 v 16.20 
lothos původně napsal:
Gorby původně napsal:
What brand new i9 is 2.8GHz? Or did you get a 10th gen? My max beaver count has only gotten to about 320 so far but with my 11900k, 3080ti, and 64GB@3200 I never go below 130fps even on fastest speed. The only stutter I get is when an autosave happens.

11th gen actually i thought...but, its an 8 core:

Intel(R) Core(TM) i9-10900F CPU @ 2.80GHz 2.81 GHz
That's 10th gen but it still has TVB boost up to 5.2GHz so I'm not sure mine is that much better. If you haven't already I would check your CPU temp/speed while playing to make sure the temp stays under 70 degrees C.

Although I have to admit I did load up my previous save with 318 beavers and after I zoomed all the way out, moved the unlocked camera view to a low angle to see everything, and went to 3x speed, it did get down to 95fps while moving the camera around quickly. Still nothing that I would call stuttering though.
I'll Bite, don't build a lot of beauty structures, and save your solid material, It will make the waterfall look prettier, when You are choosing between big objects, and small objects
Gorby původně napsal:
lothos původně napsal:

11th gen actually i thought...but, its an 8 core:

Intel(R) Core(TM) i9-10900F CPU @ 2.80GHz 2.81 GHz
That's 10th gen but it still has TVB boost up to 5.2GHz so I'm not sure mine is that much better. If you haven't already I would check your CPU temp/speed while playing to make sure the temp stays under 70 degrees C.

Although I have to admit I did load up my previous save with 318 beavers and after I zoomed all the way out, moved the unlocked camera view to a low angle to see everything, and went to 3x speed, it did get down to 95fps while moving the camera around quickly. Still nothing that I would call stuttering though.


Mine does it in spurts sometimes, not sure if is a mass of water flow surging or something else. I havent bothered to check fps really. I'm around 450 beavers atm. And as fas temp goes, its liquid cooled so I havent even cared :D
I have also noticed that clearing out unneeded tree cutting areas helps performance. The only slow down now is the autosave, to a SATA SSD. On an Ryzen 7 3700X, with 64 GB of ram, and a RTX 3060. And since I have not had a single crash, I may just turn off the autosaves.
Dravkwn původně napsal:
dwyanewadeb původně napsal:
I have a 2070 super with an i9-9900k. I can run Dyson Sphere Program with no problems.

At ~750 beavers the game would stutter at 3x speed

At ~1000 beavers the game would stutter at 2x speed

At ~1500 beavers spread over 15 districts, the game stutters at 1x (normal) speed. This is even with graphics set to low. I'm only using around 2/3 of the map too.

Fun game - but they definitely need to work on some performance optimizations.
only kept maybe 30 or so in any specific district. At least in later games. Some of the earlier ones I had some 70 pop districts. Seeing mentions of such larger numbers? Oof...
Yeah this was playing on normal difficulty - these pop numbers wouldn't be feasible playing on hard, at least not for very long. I also tend to place as few districts as possible - so my beaver/district ratio is probably higher.
The_Mess původně napsal:
Well, pathing calculations aren't computational cheap to do properly, neither is water physics and so the more AI entities you add, the more calculations are needed. Plus water and beavers increase the memory the game needs as well.

This. Exactly this.... that being said..... Modders have already started work on this game and one of the few mods already released is a performance mod.

https://timberborn.thunderstore.io/package/PB_Ozai/Random_Walk_Disable/
This mod makes it so that idle beavers are not sucking the life out of your CPU and helps to reduce CPU usage for pathing at later stages of the game when you have a ton of beavers.

This and more mods can be found and installed manually or via easy to use mod manager from https://timberborn.thunderstore.io and if you want to join in on the discussion or see what is on the way in the modding scene you can join us in the modding channel on the official Timberborn discord.
Don't know if it will be of any help, but I noticed that the performance drop a lot if I leave stairs leading to some water/river in some rare occasion. I was dropping to 5-10 fps at some point and went back to 60 as soon as I removed a small staircase (there was nothing do to in the water and it was leading nowhere, no idea why; it was a leftover staircase)
It seems to be the amount of water on the map wrecking the fps rather than the number of beavers as I only have 200 but a large portion of the map is flooded, dropping to 4fps on 3x speed with a ryzen 7 1700x and a 2070 super
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Datum zveřejnění: 18. zář. 2021 v 2.06
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