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The thing is I am not running however. Plus I cannot exactly run and build at the same time, the fact of the matter is I have to be right up against the object for it to load properly, and even then not everything will load. When I was installing a second floor to my base it was frustrating having to walk on the edge of the space to make sure that I already installed a floor panel in front of me or not, and the whole floor will not load properly.
Note this isnt my first large base either, I had no issues with building large bases prior to this update, but this update has had nothing but load issues with bases.
I seems to help with loading with my bases, and mines are extremely large.
J
It's kinda fun, actually, to watch rows of crops just sprout up out of nowhere all the way down a line. lol I also see doors appear and dissapear. lol
It's almost like getting to the "badlands" in minecraft. once your base gets to a certain size, weird ♥♥♥♥ starts happening!
I may have to delete a lot of that space, and, sure, I can do it, but all that farm is going to waste, since I have no other use for the material and certainly no room to store it =/
I tried to replace some of the room with hallways, blocking line of sight, hoping the display system would be clever and display what can be seen first, but no such luck...
I don't know what to think of this. Sure I wouldn't want to crash randomly, even if my computer is far from bad, I understand that a very large amount of 3D items to load is tough. On the other hand, it feels like a lack of optimization to me and in reality it annihilates the very possibility of extra large base building. I don't know exactly how it should be solved to keep the possibility of building very large bases, if performance should be checked or what, maybe lower a lot resolution for distant items... But building a very large freighter base was kind of one of the last goal for me left in game, so I'm a bit sad ^^v
That big is to much anyway and you'd just be unhappy a different way.
If you want to build huge bases and stuff you need to invest in the equipment to do it. Otherwise settle for what you system can handle. Please don't tell me you edited the files to allow bigger bases?
There is also the Elephant in the room on top of the resource demands...
HG has been systematically reducing draw distances over the last several updates, which is causing objects that were previously drawn in sooner to end up drawing in much later. To the point that this Pop-In is now a lot more noticeable in a lot more areas of the game.
This is what happens when HG tries to appease all the FPS complaints from those running underpowered systems that can't handle the demands of a Voxel based, Real Time PG rendered game like NMS.
All of us get screwed! Even those of us with a high performance gaming rig, that could always run the "original" NEXT versions on Ultra/High at a locked 60fps.
Default settings, and it already allow for a pretty large space, it's just there's nothing to work around it. The game makes you think big but even a very decent gaming system cannot go that far. Can't tell for a high end stuff.
It's not a mandatory brickwall, just that the way the game handles these items is far from optimized. Which I can understand coming from a small team.
Maybe it could be designed to "lock" parts of the base to convert dozens of items to one big structure, easier to load. Surely requires quite a bit of work, so it may not be a priority yet.
Alternatively, draw algorythm may benefit from a revamp, it's odd that faraway items get priority over close ones. Easier, faster fix.
Just to be clear, it's not like it was gigantic. Just unlocked all of the first floor space and it's already a mess. I removed much of it now. I wanted to see how far it could go, well, something like 21 wide, 21 long (14 floors max). What I had built is just a 21x21 floor with almost only floor, 5 command rooms, 4 terminals, 10 containers, 1 market terminal, 1 large refiner, 1 appearance module, 16 plantwalls, 12 large hydroponic trays and 12 plants on it. For a mostly empty base on one floor, I guess you can understand that I was not expecting issues already.
Yeah I'm sure HG intends to register sales to a niche of special snowflakes, perfectly fine business model. Look, I understand that your choice of words may be poor, but it annoyingly convey the feeling that you're blaming other players for the lack of optimization, although it's most probably only because it's a small team aiming big. The game is bound to change, at least I hope, and will hopefully have other content and goals, I'm fine waiting for it and I expect good surprises. Still, right now, what is advertised as unlimited/large base building just doesn't deliver - and it was not introduced like "you with the high-end NASA computer, you can build like in your wildest dreams !". It was introduced like a widely available feature and well, it has a lot of issues. That won't make me flame HG or quit or anything. Trying to be constructive here. I don't have fps drop or quality drop with a large base, it's just a lot of items are not drawn. At all. Until I'm right next to it, and sometimes IN it...
Anyway, I deleted most of the space now. No other choice for now.
I spend a lot of time building bases however I always plan now whether I want the base for farming, an occasional rest stop, storage or a mix of all of these. This is easier now thanks to multiple bases so it is not neccessary to build huge bases anymore.
On a rough estimate a mostly flat base extending around 300 units from one end to another is fine in my opinion for a mixed purpose base on a moderately powerful PC (Modern quad core CPU, GPU with at least 2 GB VRAM).
Particularly try to use transparent or glass based parts carefully. Example : Long corridors (greater than 3 or 4 corridors connected) connecting parts of a base with their non transparent versions is recommended.
Glass cuboid rooms are also not recommended if you are stacking them in all three coordinates unless you are only placing them on the outliers as placing windows later instead is almost the same thing.
Thanks for trying to be helpful, at least ^^ Well, I took this road by default, since I couldn't build huge, I built useful. Still on freighter for now. I focused my plant farm in an optimzed space, it's large enough to build 3 of each high-end product per growth. But... the many plants items and trays it requires now have the same behaviour regarding loading (not as bad as trying to open the entire floor but still quite ugly). At this point, it's advice about graphic options I should ask, if any can help loading this many items smoothly, I think I can endure a slightly less pretty game... For now I have put everything on average and lowered my resolution one step below the recommanded one. If someone knows if some those parameters are more critical regarding items loading...
https://steamcommunity.com/sharedfiles/filedetails/?id=1508936457
As I move a little closer, it looks like this
https://steamcommunity.com/sharedfiles/filedetails/?id=1508936284
A close up snapshot
https://steamcommunity.com/sharedfiles/filedetails/?id=1508936323
In reality it should look like that, when my character is close
https://steamcommunity.com/sharedfiles/filedetails/?id=1508936384
While I stand or while I walk from one end to another, it keeps popping plants, with the sound effect, while some erraticly blink between grown state and growing state (when they're not grown).
I also removed HBAO and light shafts, at least I cannot get stuck in a loading object while running anymore, but it's... not very good looking in the end, with these endless popping objects.
Good side of it: the farm will do its job anyway ^^v
The more i would add to my base the lower my framerate would go.
On a particular planet I went from 90fps at my base to 30 after building for awhile and CPU and GPU usage were not that high.(4790k@4.5Ghz and 1080ti)
Game has major optimisation issues on all platforms.
Maybe one day they can fix it but who knows.
The special Snowflakes are the ones with sub par gear expecting high end gear performance.
HG's answer to FPS complaints has always been a nerf to draw distances which also results in a significant increase in POP-IN.
If you think that is a good idea because there are more players with craptacular PCs than those who invest is something current, well that is your warped view of reality. Not mine.
It should be obvious to anyone who has played NMS since launch that HG is incapable of optimizing the PG Engine beyond the current state.
Their only apparent option is to downgrade the experience for all players regardless of the hardware they are running. Since they don't seem to consider providing a draw distance slider and PG Engine overhead controls for the player.
The irony is that all game developers are going to continue to favor the most current hardware for designing their new games around than worrying about 5+ year old average hardware.
HG just happens to be one of the first to really be pushing this reality and designing ahead of the curve.
But one of these days, the Potato contingent is finally going to have to suck it up and upgrade to a REAL gaming PC. Instead of assuming that they are entitled to a locked 60fps on their antiquated garbage builds till the end of time.