NIMBY Rails

NIMBY Rails

djplong Jun 11, 2024 @ 6:54am
1.13 Performance on an older (2019) machine.
Well, it looks like 1.13 finally overwhelmed my little 5-year old NUC (Hades Canyon, with the AMD Vega discrete graphics).

I went from 1.12's roughly 12-20 FPS when the trains were running to 1.13's 0.5-1 FPS.

It's a large game, I grant you so I'm not griping at Carlos or anything like that. I'll be keeping an eye out to try any updates to see if any forthcoming patches improve performance.
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Showing 1-9 of 9 comments
Weird and Wry  [developer] Jun 11, 2024 @ 7:00am 
Keep in mind the now for-all-purposes unlimited stations can hold unlimited amounts of spawned pax independently of their size. It might be just that the old limits were keeping your spawned pax under control and they are now gone. Try to lower the global demand for example.
Executor Jun 11, 2024 @ 9:55am 
Almost everyone is going to need to turn pax demand down.

Just like how poorly timetabled systems would operate in a perpetual state of lateness, it's now possible exist in a perpetual state of overcapacity. More pax get spawned than can be fit onto trains so you will get more and more and more passengers waiting. This will slow your simulation to a crawl

Turn down pax demand dramatically and slowly increase it if you can see that passengers are getting serviced (that is, the number of passengers waiting at stations goes up and down throughout the day, and doesn't just keep getting larger)
Last edited by Executor; Jun 11, 2024 @ 9:58am
Misaka Jun 11, 2024 @ 11:35am 
Originally posted by Executor:
Almost everyone is going to need to turn pax demand down.

Just like how poorly timetabled systems would operate in a perpetual state of lateness, it's now possible exist in a perpetual state of overcapacity. More pax get spawned than can be fit onto trains so you will get more and more and more passengers waiting. This will slow your simulation to a crawl

Turn down pax demand dramatically and slowly increase it if you can see that passengers are getting serviced (that is, the number of passengers waiting at stations goes up and down throughout the day, and doesn't just keep getting larger)
設定旅客需求數1% 會少很多
Sherminator Jun 12, 2024 @ 12:10am 
On my end since 1.13.3 compared to 1.13.1 game runs much faster again. Thank you.
Performance in 1.13.1 indeed was horrible
maruta Jun 12, 2024 @ 12:39am 
In version 1.13.1, there was a phenomenon where passengers heading to a station with a walking connection never got off the train, and this was probably not the intended behavior. After several minutes, it seems to have been fixed in ver1.13.2. We feel that the current behavior is generally reasonable.
djplong Jun 21, 2024 @ 5:13am 
Well, I fixed the issue and I noticed a few things along the way.

TL;DR: I bought a Geekom A8 Ryzen 9-based PC (with Radeon graphics) that looks like a smaller, pudgier Mac Mini and HOLY COW the differences are ASTOUNDING - especially since I paid under $800 for the beast.

Details...

Once I got the game up and running, it *flew* - but I *did* notice something that could cause it to perform like my old Hades Canyon PC (2019) in versions 1.12 and earlier.

If, in assets, you call up the Station Capacity % and have continual updates - the game WILL slow down for all the reasons that Carlos mentioned earlier about pathfinding. Other lists that are less dynamic and more static don't affect performance NEARLY as much.

For comparison, when I had the game set to max speed (no UI), the clock was running as fast as when I was 'only' running a Boston-area simulation instead of what I have now stretching from Seattle Washington to Berlin Germany and transatlantic links of Canada/Ireland/UK New Orleans/Mexico City and Portugal/Azores/Bermuda/Atlanta.

Everything from track-laying to any UI response (mouse clicks) to game-start/end are all SO much faster now. Maybe I didn't have enough memory (I went from 16 to 32GB on the new PC)..
Weird and Wry  [developer] Jun 21, 2024 @ 7:17am 
The realtime stats you can select in the assets panel basically don't exist. The game does not make any effort to collect them in any way, unless you have the assets panel open. The reason is, as it's clear when you use this interface, that collecting them is slow. The data structures are optimized to run the train/pax sim as fast as possible, not to update the assets panel as fast as possible. I think it's a worthy tradeoff.
djplong Jun 21, 2024 @ 8:17am 
Originally posted by Weird and Wry:
I think it's a worthy tradeoff.

As a software developer since the 1970s, I most certainly agree with you. Seeing the difference in performance was like having an epiphany to understanding some of the more technical descriptions you'd given about pathfinding for pax.
pizza99pizza99 Jun 21, 2024 @ 8:28pm 
Ok but im working on a 5800x3D with a 6950x, and im still getting some god awful preformance. Any tips beyond pax demand?
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