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Instead, it looks like BENTS OFF (even when most of its changes aren't visible on-screen) has a HUGE performance increase.
Of course, all of these are basically useless for most players (who wants to turn off trees or bents of distant terrain?), but it probably means some of the decorative BENTS items could really use an optimization pass.
EDIT:
Looking how BENTS OFF acts when ShadowDistance is also OFF, it seems that both BENTS and Shadows are hitting performance separately...as in, two separate issues where solving either will help a lot but won't inherently fix BOTH at once.
It looks like BENTS is a much bigger issue, potentially adding hundreds of FPS or tripling FPS OFF VS ON, while ShadowDistance OFF VS NEAR merely gives a 40-80fps boost.
I hope the devs can figure out some tricks to improve BENTS performance. It should help cities a LOT.
Less VRAM is being used too, which I think was mentioned in the patch notes. Still using a boatload of system RAM though.
I'm also really enjoying the new F1 command "gfx lodbias 2" (or whatever number you want, numbers below 1.0 are usually lower than default while numbers 2 and above are higher than default).
Lowering ObjectQuality from Ultra to HIGH can give large cities a huge performance boost for a small cost to visuals (slightly closer rendering of some decorations and lootables). Simply dropping ObjectQuality from ULTRA to HIGH can sometimes give +30fps.
Pregen10K, Skyscraper#3, 375West/2400South, 5'th floor up. Standing near outside corner of little break/lunch room, facing NorthWest.
Settings not mentioned are Default/UltraPreset. Stock Ryzen1600 settings and default RAM 2133mhz settings.
..everything default. UltraPreset.
~32fps, 22-25fps w/25zeds
ShadowDistLOW, ObjectQualityMED, DynamicMesh 500 (landclaimYES)
~46fps, 28-32fps w/25zeds
My prefered LowGraphic settings:
(AA-LOW, TextQual-HALF, TextFilter-HIGH, UMA-LOWEST, ReflectQuality-LOW, ReflectShad-OFF, ShadowDistance-LOW, WaterQuality-HIGH, Particles 0-30%, ViewDistance-MEDIUM, LOD-0%, TerrainQuality-LOWEST, GrassDistance-HIGH, ObjectQuality-MEDIUM, Occlusion-OFF, Bloom-OFF, DOF-OFF, MotionBlur-OFF, SSAO-ON, SSReflections-OFF, SunShafts-OFF....DynamicMesh 500/LCByes)
~50fps, 28-32fps (sometimes 32-35) w/25zeds
Lowering most graphics settings,
~51fps, 32-35 w/25zeds
My prefered LowGraphic settings, EAC+GameSpark OFF
~54fps, 34-36fps w/25zeds
All graphics and mesh and audio off/lowest except ShadLOW, ObjMED, ViewMED
~55fps, 32-35 w/25zeds
My prefered LowGraphic settings, RAM XMP/3000mhz
~56fps, 34-36fps w/25zeds
My prefered LowGraphic settings, EAC+GameSpark OFF, RAM XMP/3000mhz
~57fps, 35-40fps w/25zeds
My prefered LowGraphic settings, RAM XMP/3000mhz, BootTweak
~70fps, 44-47fps w/25zeds
My prefered LowGraphic settings, EAC+GameSpark OFF, RAM XMP/3000mhz, BootTweak
~75fps, 50-53fps w/25zeds
All graphics, mesh, audio off/lowest except ShadLOW, ObjMED, ViewMED
EAC+GameSpark OFF, RAM XMP/3000mhz, BootTweak
~80fps, 52-55fps w/25zeds
All graphics, mesh, audio off/lowest except ShadLOW, ObjMED, ViewMED
EAC+GameSpark OFF, BootTweak
~75fps, 50-53fps w/25zeds
My prefered LowGraphic settings, EAC+GameSpark OFF, BootTweak
~70fps, 45-50fps w/25zeds
My prefered LowGraphic settings, BootTweak
~68fps, 44-46fps w/25zeds
ShadowDistLOW, ObjectQualityMED, ViewDistMED, OcclusionOFF, DynamicMesh 500 (landclaimYES) BootTweak
~65fps, 42-45fps w/25zeds
ShadowDistMED, ObjectQualityHIGH, ViewDistMED, OcclusionOFF, DynamicMesh 500 (landclaimYES) BootTweak
~48fps, 36-40fps w/25zeds
ViewDistMED, OcclusionOFF, DynamicMesh 500 (landclaimYES) BootTweak
~42fps, 35-38fps w/25zeds
OcclusionOFF, BootTweak
~40fps, 32-35fps w/25zeds
ShadowDistOFF, OcclusionOFF, BootTweak
~67fps, 49-53fps w/25zeds
ObjectQualityLOWEST, OcclusionOFF, BootTweak
~72fps, 39-44fps w/25zeds
All graphics off/lowest except ShadULT, ObjHIGHEST, ViewDistHIGH, BootTweak
~42fps, 33-37fps w/25zeds
All graphics off/lowest except ShadULT, ObjHIGHEST, ViewDistHIGH, BootTweak
AudioOptions OFF...and then back ON
~42fps, 36-39fps w/25zeds
All graphics off/lowest except ShadULT, ObjHIGHEST, BootTweak
~48fps, 39-42fps w/25zeds
ViewDistanceLOW, OcclusionOFF, BootTweak
~42fps, 36-39fps w/25zeds
OcclusionOFF, ObjectQualityLOWEST
~55fps, 33-37fps w/25zeds
OcclusionOFF, ShadowDistanceOFF
~50fps, 33-35fps w/25zeds
My prefered LowGraphic settings, EAC+GameSpark OFF, BootTweak
~65fps, 50-54fps w/25zeds
My prefered LowGraphic settings, BootTweak
~65fps, 47-50fps w/25zeds
My prefered LowGraphic settings, BootTweak, CITY OUTSKIRTS BY TRADER
~130fps, 70-74fps w/25zeds
ViewDistanceMEDIUM, OcclusionOFF, BootTweak, CITY OUTSKIRTS BY TRADER
~110fps, 57-62fps w/25zeds
ViewDistanceMEDIUM, OcclusionOFF, CITY OUTSKIRTS BY TRADER
~98fps, 55-59fps w/25zeds
Realized there's several deep FrameTime dips (big stutters) whenever I'm circling or kiting the zeds out in the feild...even with all graphic options and DynamicMesh options OFF/Lowest and even with extreme in-game tweaks (no trees, no distant terrain, no distant POIs, GFXppEnable, BentsOFF)...the stutter remained.
It would lessen in frequency after I'd been kiting the same group of zeds around for several seconds (maybe 20-30seconds?), but it'd still happen pretty often while trying to bob'n'weave forward and back to attack and retreat/kite.
Then I turned the BootTweak ON and EAC+GameSparks OFF...and the same situation could run smooth...even with defaultMESH and UltraPreset(OcclusionOFF).
Turned EAC+GameSparks ON (leaving BootTweak ON), and it still seems to be running smooth.
Turned the BootTweak OFF and EAC+GameSparks OFF, and it still seems to be smooth...now I'm getting confused. Start goofing with TextureQuality and Mesh settings back'n'forth in-game because it can force VRAM and RAM usage unusually high..now I'm seeing some stuttering like I expected.
Not 100% sure if it's VRAM-RAM-PF overspill or BootTweakOFF or the combination, or something else.
Closed the game and re-opened, leaving the same settings..and it runs smooth. Must've been the VRAM-RAM-PF overspill.?
Orrrr not. Even making sure the end result is only about 5.5gbRAM and 1.8gbVRAM, toggling the TextureQuality around while paused in-game seems to result in stutter while dodging zombies (even long after the setting has been adjusted).
This was after the fps fixes have been applied as well.
You're welcome.
The reason why the FPS is higher is that the I/O to reload everything outside of your field of view will reduce overall CPU strain when you turn really fast, when you have a suitable CPU that isn't fully utilized.
Since you keep the CPU load higher with all objects rendered ingame regardless of being blocked off or not, you reduce the strain on other components needing to feed your CPU and in turn GPU, by keeping all the data of said objects rendered in VRAM (most people should have 8GB GPU VRAM by now) and RAM.
My reasoning is that keeping objects rendered will heat up your CPU sure, but it reduces repetition on having to unload and reload objects rapidly when you move from building to building in a city.
Unity is GOD AWFUL at processing the game at the engine level as it seemingly single threads at that level, so keeping your data / objects and stuff rendered or accessible for the rest of the hardware without going through making the engine reloading everything, will probably keep your FPS higher more often in cities, so long as you adjust other settings that it doesn't kill your FPS from unneeded view distance rendering.
Make the game load your area once, and be done with it until you leave that area basically.
It can be a bit of a pain, but after controlling for those variables does the Boot.Config Tweak still hurt performance?
Or, if that's too much, can you tell me what map/seed, location (coordinates), and situation you were in while comparing them..so I can try to see if the same thing happens to me (so I can try to narrow down and report back what specific things seem to hurt the BootTweak's performance) or if it's a bit more rare than that?
Would it be possible for you to describe it in pretty gross detail, or take a few screenshots and share them here?
Settings
It performs better lowered to 100, but that looks really bad.
I also got a little boost turning MESH OFF so it didn't try to render every little hole I'd knocked into a distant building...but then I realized I had (LandClaim set to NO)...setting it to YES (the new default, where only LandClaimed areas will render your changes at distance) made it so MESH ON performed about the same as OFF. Though I'd expect that to change if I built a really large or elaborate base.
Playing a 10km map at 4K UltraPreset can use as much as 11gb RAM plus ~6gb VRAM with a 6gb GPU...mostly because the 4K resolution wants more VRAM than I have.
BUT that 10km map at 4K UltraPreset can also squeeze down to 3-5gb RAM if it needs to..seemingly without constantly hitting the PageFile.
Playing an 8km map at 480x600 with TextureQualityEIGHTH, UMAtextureLOWEST, ViewDistance NEAR and super low MESH settings can use ~7.5gb RAM and less than 2gb VRAM.
These same lowest-memory-use settings can also squeeze the game down to 0.5-1.5gb RAM if it needs to. I even tried it again with default MESH settings..and could still get it to 0.5-1.5gb without crashing or breaking.
Basically, as long as your GPU has enough VRAM for your chosen resolution (which it almost always will), you can crank the settings and the game can run using only 1.5gb RAM.
I guess this explains why I was able to play it on a laptop with only 4gb memory.