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There are engine limitations running through calculations, and tied to all the physical ships and projectiles it has to model and calculate. Just because your CPU or GPU isnt at 100% doesnt mean something is wrong. There are plenty of times when a certain part of data is waiting on another portion to finish a calculation, and this results in seemingly lower usage, because it simply has nothing to process while it waits on the previous data. Adding a bunch more ships in, you are just adding lag in as now the game engine has to process way more things. This is why you can often get slowdown issues in the late game from too many TEC players, and when you kill them off and get rid of all the stupid trade ships performance comes back up.
A general "40% CPU" also doesnt really tell us anything. What architecture do the cores use (as in how powerful are they?) You could be playing on a Sandy Bridge CPU for all we know, or a Zen 5. Also how many cores do you have? The game seems to be able to use up to 16 according to my Threadripper system, so if you dont have 16 cores then you are bottlenecking performance down while threads start waiting on each other. Also what is the MHz of your cores? You could use some 128 core modern server CPU, but if it only has 2ghz cores then performance is going to suck because the actual cores processing things is much too slow.
The biggest takeway is: ships all take performance, the more in the game the more the game has to process, and the more everything else has to wait for that data to process. So stop adding a lot more ships in the game when your system cant handle it.
Is not fair to allow mods to a game but cant use the mods because the game was not made to have anything extra or will brake then why would you add mods to the game if the game cant handle it?
Also as TEC with all the trading and guards you can easy pass 4k supply and the game still handle it somehow
Maybe they should make all the graphics single dots using abstract math for battles so you can fight 1 million vs 1 million supply.
that does indeed seem weird tho.
One would expect a higher usage of ressources from the PC or less issueswith the framerate.
Experiment with your options maybe there is a setting, which has an unexpected effect?
Have you tried other mods which change max supply or attempted to change ti yourself? It might be of interst if this issue occurs the same with other approaches too.
Finally if nothing helps conisder stopping by the offical discord, maybe some others, who play or expiermented with high max supply or did mod the game can offcer insight or advice.
For instance, I can play a map with 1,250 planets and 4000-4800 fleet supply for everyone in single player and it takes 8-9 hours before I start seeing any real performance issues dropping below 60fps. Even then it works mostly fine. If I try the same exact thing in multiplayer, performance drops to 5-6fps in 2-3 hours due to how much data it is trying to sync. That doesnt mean the game sucks or multiplayer sucks, it just means I am massively overloading a system designed for 100 planets or less with such a huge load. Its honestly impressive it can function with such a giant load as long as it does.
I did change the supply using mods and did it myself in the game files
My point is if my PC can handle 1 million supply let me use 1 million supply.
Imagine if every new game will not use more then 20% of your PC performance and will deliver 10 FPS with ultra graphics you will be mad right?
This is my point if I push it this game should use all my CPU or GPU not only 20% or lower
yes its the same saying "wElL because Cyberpunk is so HD ofcourse it will run only 30FPS and slow, just play gta san andreas duhh". just because the game is advanced doesnt mean it should be not optimized, there must be a someway for the dev how to optimize it.
its not never, its "not yet",, don't be pesimistic about it lol,
I just try to make devs aware that the game can be improved and run better