Timberborn

Timberborn

Performance of the game
For the first time I've started to commit to a longer play through of Timberborn.
But after getting to like 200-400 beaver and 100 bots the game gets unplayable with around 10-15 fps on 3x speed. I should note that the play-through is on the experimental branch.

My Pc is a ryzen 9800x3d paired with 4090 with descent amount of RAM and yet Timberborn seems not to be utlitising most of my hardware. My CPU is not even reaching 30% load and my GPU is at roughly 40% usage.

Lowering or even changing the graphic settings has almost no impact on performance. Has anyone a suggestion on what to do?
Last edited by Rukuro; Feb 20 @ 5:38am
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Showing 1-15 of 22 comments
Some thing seems weird here. I have 5800x3d and 7900xtx, and at 200 beavers 160 bots I am at 140 fps + (at 2x speed). I use multiple districts, not one omega one. Is your XMP profile enabled in your Bios?
bigger districts start to break the game. There was a youtuber that took a laggy single district and made it into two to fix the issue. He was trying to make an oval city and make a beaver Atlantis. Also how much ram? It might matter in how some games run. minecraft for example, guarantee most of the drawbacks at like normal or medium will be with ram available not the amount of processing power or graphics card capabilities. either space or the amount of sticks for being able to handle more at faster speeds but still might be a similar ram issue for timber born.
Last edited by Namecheese Miso; Feb 20 @ 12:24pm
Rukuro Feb 20 @ 12:58pm 
I am running 32 GB of DDR5 RAM with 2 sticks around 6k MHz. while playing Timberborn the memory usage is below 50% allocated and I double checked that XMP is definitely enabled.
Last edited by Rukuro; Feb 20 @ 1:14pm
I'm wondering if four sticks would help. It may still be enough that it can't keep up with just two sticks. ~ 400 between a couple districts is when I start to feel it and I'm using 4 ddr4 sticks at 8mb each with a speed of 3200 MHz I'm also using mods on the stable branch. I mean, I am also trying to have like 5 districts across a 256X256 map eventually with like 1200 beavers if the game would let me. But the game does need some optimization for being able to do too many more beavers than a few hundred, I haven't seen many mega colony cluster attempts in any timberborn I've seen on youtube. Another couple RAM sticks might help, I don't know if its a game slowing down or there's so many things going on that the ram just can't keep up with two sticks. Start with a computer restart and validating the files and maybe a temporary files wipe before any more ram sticks because it won't cost any money yet. Anything else I don't think I'd have any other tips about what to try.
jamiechi Feb 21 @ 10:20am 
I struggle playing the game with a map higher than 128x128. Too many trees on a map will also give me problems. Of all the city/factory games I play, the performance of Timberborn is the lowest. I believe the game engine is Unity which is one of the worst game engines.

OS Name Microsoft Windows 10 Pro 22H2 Motherboard ROG CROSSHAIR VIII HERO - Southbridge X570 r51 Processor AMD Ryzen 7 3800X 8-Core Memory 64 GB Ram Video Card NVIDIA GeForce RTX 2070 SUPER, 8 GB video ram
jonnin Feb 21 @ 10:48am 
long ago it was noted that excess areas marked for planting and tree cutting could cause lag.

I haven't lagged in a while but I have 64gb and 20 cpus (early I9 processor) but only a 3k series graphics card. I tend to keep my population smaller, though.
on large maps after leveling most of the map to bedrock and building up to skycap I do get 1 FPS alot. It takes weeks of real world time to complete many of my cities.
Rukuro Feb 21 @ 2:50pm 
So do you guys have the same issue that timberborn is not using your pc to its fullest potential?
oyssoyss Feb 23 @ 6:47am 
compare to other building games timberborn is not complex at all. I am sure it is their programmer's problem.
VilleQQ Feb 25 @ 8:01am 
I have tried everything and completely unplayable for me on 2 different computers that are around recommended specs. Currently less than 400 bots no alive beavers and I get max 10 fps on first speed and speed 2 and 3 no more than 1 fps. It's sad that it gets unplayable so fast and I would love to keep expanding. I will try the tactic with multiple districts.
tgree69 Mar 6 @ 4:01am 
Same here for performance. CPU and GPU both around 35% 32GB RAM. After around 400 pop I get 8 fps at the most. I will try multiple districts but I think the point is that this game is not very well optimized ATM and I hope, no roadmap?, that its planned for a few passes of performance optimization before release because, while the game is fun, its not the city building that sets it apart. It's the end game terra forming and water management. For me, and I suspect most people, its the end game that is the reason to play the game. If I want to play just a city builder colony sim, this would definitely not be in my top five which means it wouldn't be played.
Originally posted by jonnin:
long ago it was noted that excess areas marked for planting and tree cutting could cause lag.
That would be a curious thing. There are very few times where having a zone tagged for logging actually matters. If a tree isn't fully grown, it doesn't matter, if the land is empty it doesn't matter.

The only times logging matters is when a zone is freshly marked for logging, so ready trees need to be marked, or if a tree reaches maturity, so it needs to be marked. That's not even a penny of CPU effort.

A logging beaver would simply check for a nearby marked tree. Area searches are expensive and ripe for optimization, but it's also something that happens so rarely it barely registers as a computing demand.
Last edited by Bobucles; Mar 6 @ 7:42am
tulpabug Mar 6 @ 11:53am 
The graphics for the game is actually very well optimised. The problem is their physics engines:

-Water physics.
-Pathfinding.

Based on other comments, there may also be a problem with render object counts like many trees or levees.

The game usually runs much better on 128x128 maps and smaller.

Water physics is likely made much worse in the current experimental branch due to recent change with irrigation.
Rukuro Mar 7 @ 6:41am 
I started another play through on the experimental branch. This time i kept the beaver & bot count low below 100 total. As the game continued my fps seem to further and further reduce. Could this be some kinda deterioration bug / problem? I noticed a sharp decline past cycle 50 and around 70. It might just be superstition at this point but i do think it's worth noting here. I started at 120 stable fps and slowly dropped now at cycle 75 to 50 fps.
Last edited by Rukuro; Mar 7 @ 6:42am
Also make sure you have the latest chipset drivers for your CPU/Motherboard. If you save the game and reload it do the FPS increase?
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