Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The only solution for me was lowering the resolution below 1080p, putting it in windowed mode and turning the shadows down to medium. (Still stuttered for me in 1080p fullscreen even with the shadows lowered.)
Quite true!
That said, Java Minecraft is basically visual origami with a fairly small number of textures and scripts, despite the Java underpinnings.
There's a lot more visual processing in this particular game, and lots of scripts that are less optimizable for their actions - but also probably a lack of deep optimization of some aspects for the PC Port.
The demo at least runs fine on my 970gtx/intel4790k/SSD from 2015, at mostly high settings/medium shadows/1080p.
I do remember BenXC seeing what looked like hitching from scripting or something in his video:
https://www.youtube.com/watch?v=9umbkRLM3Kw
So, it may be an AMD thing with the latest drivers, which have had a few mentions in this forum.
I know this game wasn't optimized on PS4 to begin with and can totally see it lagging a bit in some of the busier Buildtopia maps on PC. But I doubt the PS4 could keep up with 30-40 fps on medium settings in those maps. Unless the maps in question aren't actually those insane builds. Not even kidding, in some popular maps from the notice board and ones recommended from Youtube videos, including my own creation, the fps on my Pro dipped down to a point where I can roughly count the number of frames each second. The frame stuttering was that obvious.
With a budget card like 1660Ti if this game on PC runs 30-40 fps on ultra in some of those crazy maps it's still a luxury for people with overly ambitions projects had put up with the PS4 version.
That said - user generated content always has the possibility to reduce performance. That's WHY the limits were placed on objects - but even within those limits, enough scripting going behind the scenes with enough objects, and even if the GPU can keep up fine with the graphics... the timing of all those scripts is going to cause the CPU to slow frames little by little.
The same thing happens with the Neverwinter Nights games, mods with modern games, even Minecraft with enough stuff in a zone. Chugging is kind of a factor with user generated content at some point.
But that's also why the first line of this post is "It's still a valid complaint" - because it is fair to want 60 FPS.
Conflicting wishes are valid to conflict with eachother for what they each want. Different viewpoints value different things - and that's good. They each have a want and a story they seek.
60+FPS should be expected for gameplay purposes. That's valid to want that for a modern computer.
And the developers did balance for that for the most part - but also as you mentioned, it's user generated content. There's no way developers can test and balance for user generated content.
The ones on the Buidlers board literally compete for who can make the most impressive-looking creation - which in most cases means the most complex and interesting interactions.
In most games, worlds are pared down so that they CAN run at 60 FPS. Objects spread out so no locations have too much complexity, other than what is needed to be impressive.
User generated stuff has none of those obligations - and indeed is judged based on NOT being simple in most cases.
See the logistical problem?
And if the developers limited creation to only what COULD show at 60 FPS, there would be much more of a stink.
So, your complaints are valid - but there's several layers of logistics that cause this particular issue, that I think are going to be issues with user-generated stuff for a long time, across all games that have it, unless they severely limit them.
The bigger thing is probably the scripting. That is, what causes in-level logic to do stuff. That is, when you place blocks, having them act as a room, all the little triggers acting behind the scenes add up.
Builders has a more of those scripting triggers than Minecraft needs. Some of those trigger after time - but many of them trigger every single frame. Builders has more objects in its game, that can be made to do more things.
The game logic waiting for that CPU logic to finish before allowing other stuff can cause lags in frames.
Its blocks are also somewhat smaller compared to the camera, meaning more tend to be seen at once.
Something that can be avoided in the game maps, but not as much with user stuff. And there's more opportunity in the design of Builders for those to add up to framerate
Even Skyrim can easily cause a high-end PC to crawl with enough mods and scripting.
You can't optimize around the classic 'halting problem' of running code you can't predict.