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Sounds like its your computer because with an Overwhelmingly Positive rating and no one else complaining about performance in the Discussions or Reviews, its obviously not the game. Update your drivers, or downgrade them or look at issues outside of the game.
Anyway, based on the limited specs included, your system is much beefier than mine and the game runs great on my end. Easily maintaining 160+ FPS on average. Unless there's a specific area or segment that's giving you trouble in particular, sounds like a driver issue to me.
If you'd slapped early access on this and said there are still some optimizations to be done I'd be fine with that. If you're releasing a full game then there are certain baseline expectations people will have and if your game falls down in a certain area for very odd reasons you should expect to be called out on it.
Why do you even suspect GPU drivers?
I am running Win 11 (latest) and have the latest GPU drivers. Not going to be the last person to notice this btw.
Given there are games I can play at above 200fps without drops that are significantly graphically more demanding and more complex I'd presume. I just want to understand why performance is an issue here.
Understandable - and that's the reason I need as much info as possible to troubleshoot issues like this. Specific details on your hardware helps to draw parallels to other rigs experiencing similar issues and to Google-fu for known issues with Unity versions and hardware/drivers. Like I mentioned, I'm running a significantly less powerful rig than yours and maintain a higher framerate than you're reporting, so that alone shows there's a good possibility it's more of a software conflict or configuration issue that could be causing the performance issues.
If there are specific areas that you see significant frame drops, vs areas that you see optimal framerates, that info is super helpful too, as it might help to identify candidates for further optimization.
Unity by default does have some significant overhead as an engine. CULTIC isn't gonna run like a Build game or a GZdoom game because there's much more going on under the hood. Tons of pathfinding and enemy AI, loads and loads of active objects, poly-dense voxel models, dynamic lighting and shadows, post processing, etc etc etc. Identifying areas where CPU is getting hammered to a strange degree makes it much easier to notice things like "oh yeah, there's a voxel model missing LODs there that's harming draw calls" and such
EDIT To add: In your case, I think the specific model of your CPU and GPU and the current Windows 11 update version you're running would probably be the most useful details
- Try Fullscreen vs Windowed vs Borderless and see if there is a noticeable change there. Some users have reported much better performance in some modes than others, depending on their GPU
- See if enabling/disabling VSync in-game makes a difference, or disabling/enabling RTSS/VSync/GSync in the NVidia Control Panel. If you sniff through some of the other performance threads here (on my phone so I can't grab links for some reason) you'll see some back and forth about that hampering framerates in some cases. It's the "Performance not great" thread on the first page, check around post #30 and onwards
Bro, if you are worried about FPS you are truly missing the point behind this game.....
I've tried tweaking options and I'd say there's +/- 10fps here and there but nothing significant.
https://imgur.com/a/7MJkWb2
Here is where the FPS dipped to 90fps, that entire area I would say ends up running at around 140fps but will occasionally dip to 120fps
https://imgur.com/a/sSjHTya
CPU usage (cpu clock is set at 4.60GHz)
+1
being polite doesn't cost a damn
And yes, being rude to the game dev also doesn't help.
Noted - I'll mark this area down as a pain point and use it for benchmarking. I do see framerates dip in that area, but I'm still getting around 90fps there on my hardware, while in the Unity Editor with all its overhead, and while running the Profiler which is a big-time resource drain. Given that, I would encourage you to continue messing with available options in your NVIDIA Control Panel and see if there are any particular configurations that drastically improve performance. There have been a good number of posts in the last month or so with users citing issues with conflicts with various settings in regards to NVIDIA cards (Gsync/Vsync/RTSS/Framerate limiters etc.) that have produced significantly better framerates when a good configuration was nailed down.
So you are determining performance by "the number of things a game keeps track of"?
You clearly never ever did any software development i guess? There are millions of reasons something works differently on different machines. It can be as simple as:
- an infected system
- crazy anti virus stuff
- another games anti-cheat constantly scanning your memory
- a simple wrong driver version
- operating system issues
- an hardware issue
- a heat issue
- a bios isue
- a cable issue (yes seriously!)
- unstable voltages / power problems
- Any incompatibility of devices built into your pc
- Any random combination of above things
- disc encryption
- a stupid "pc optimizer" or "pc booster" software
- a wrong registry entry
- Or even your pc is running too good, causing frame drops
- Just bad luck
- ...
The reason "try turning it off an on again" helps, as a simple minor totaly unrelated problem may cause heavy misbehaviors on complex things.
Your cpu is running high, and you still have a high cpu usage. That sucks, i agree. But as stated several times before: if a product is generally well received, the issue most likely lies on your pcs side. But you demand a developer to tell you what the problem is, without him being able to reproduce the problem properly, as he obviously does not have that specific rare circumstance you ran into. Thats super hard to actualy replicate.
While your gpu does primarily rendering, the actual game logic runs on your cpu. This can for example include AI behavior trees, pathfinding, whatever. So depending on how a game or in this case third-party engine (unity) works, its either lockstep based, using a fixed logic-tick frame rate, or simply ticks "as fast as possible using delta times" (its actualy pretty often this way). As fast as possible means the faster your machine will be, the more performance it consumes. And if the ai re-paths or re-validates its path per update, you might end up in a lot more pathfinding lookups per second, causing way more cpu load. Its hard to tell precisely what problem happens exactly on your side. It could come down to way too much reasons. So no, i disagree, there are a lot of excuses.
But as a c# game dev myself, i know the pain of these edge cases. And they keep appearing in every single software you will ever release in your life. Its even possible to get software to crash or cause huge lags, if you end up creating a folder called "con" in their search path, or such stupid things. Stuff you most likely almost never find out. Im pretty sure the developer feels passion and love for his product. You can defenitely feel it being invested by playing it. But being so rude to people working full of passion on a products for others to enjoy may result in the passionate developers leaving game development due to being attacked too often, and the cashcrab gamemakers taking over, as they obviously dont care about feedback. Please dont do that ;) Try to give out as many infos as you can, hardware, software, updates, background apps, anything which may impact performance (anyone remembers the 90s were the first thing you had to do was to upload a dxdiag dump? :D). Then someone can test using all those specs and see if he encounters the problem and find a possible solution to that.