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The same Unity game engine and the same amount of computations and graphical detail.
You cannot do anything about the game engine, but you can do something about the rest...
Consider how much moving water there is on the map, for example.
Consider the number of moving units on the map. Limiting the size of the city to more manageable numbers will help reduce the burden on the engine and your CPU.
Remove unnecessary graphical detail such as fog, day/night and other weather effects.
Reduce the resolution and level of graphical detail.
Avoid use of any mods that require extra computations.
Whatever you do, then be satisfied if you can achieve around 30fps which is what you can perceive with the human eye.
I hope that helps.
Yes
This is the problem ... badly coded resource management ... on top of that , they never optimizedf anything .... just more DLC ...
Talking about water moving and people doing things is pointless ... if you can run GTA5 at 200FPS must be the code not the computations ...
i have almost the same config. and i get the same fps form 640x800 to 4k ...
BTW .... no , the eyes go up to 150 FPS , and with the "computing" done in the brain you can tell the difference up to 220 FPS .... do you really do not see the difference between 30 and 60 fps ?? something is wrong with your eyes maybe :)
Could there be optimization issues, sure, the game is over 5 years old now.
Talking about things like water physics and active agents isn't pointless; they contribute to the majority of the strain on the system.
Comparing apples to oranges really isn't helpful either. Compare this game with a similar game which tracks tens of thousands of agents actively then we have a fair comparison.
The movie and television industry standardized at 24fps, gaming for the longest time was 30fps. Can your eyes tell the difference between 15-30-60fps? Of course, but the higher you go the lower real-world return you get, aka diminishing returns.
And to the nature of the OP: What is the population size, how close are you to the game limitations for things like vehicles, where are you getting low fps (downtown core zoomed in or zoomed out in a light density area), what mods do you still have installed, how many assets do you have loaded into the city?
Also, take the time to read this guide and see what you can do to optimize for the game:
https://steamcommunity.com/sharedfiles/filedetails/?id=465790009
I have a 32GB, 3600X and 1080 GTX card and I have 300mods, 925 assets.. Run at 4K resolution and run dynamic resolution at 175% and get between 25 and 40 fps.
https://youtu.be/_KsK55zgUAQ
If I turn off Dynamic Resolution (or set it to 100%),i get close to 50 FPS.
If your game runs in 13fps means that one frame takes about 77milliseconds to prepare data and render. On the other hand to get for example 60fps, one frame has to be prepared in 16milliseconds, I repeat 16ms (almost 5x quicker).
Some of the mods are poorly designed and all operations are done on UI thread, blocking other operations like frame rendering.
Now imagine that you have 5 mods where each mod eats 5ms to do its stuff each frame rendered (yes there are even worse optimized mods on workshop). They are run in sequence, not parallel, so 5 * 5 => 25ms/frame.
Game UI itself takes a lot of CPU time to refresh all components (~13k with most DLC enabled - update takes 5-25ms generally depends on CPU and RAM speed) and each mod and asset only adds own tasks to that pool which slowly makes game to crawl.
I suggest revisiting all of your assets you don't need and mods to check for any incompatibilities or performance issues (usually pointed in mod description or comments).
You can also try Mini FPS Booster, currently the only mod that speed up UI update a bit and wait for full FPS Booster.
OMG, your GTA5 game must be broke or something. I get over 3,000 FPS on my checkers game. Can't GTA5 optimize the game after all these years? It definitely has to the be the code, not the computations!
Contact the GTA5 devs and tell them to fix their broken game!
This game will max out at around 30 fps on any rig without workshop. But when you add workshop, they are external to the game and additional loads to the game. So FPS will suffer more and more as you add mods that alter the game.
Assets have a vert small impact on performance, but will hit you in the RAM dept. They consume large amounts of RAM, especially if you want all unique buildings on your map. 1,000 subscribed buildings is easily 16 GB, maybe more if you have high quality assets.