RimWorld

RimWorld

Performance and multicore with HSK mode
Hi folks,

Now I think I own hardware capable enough to run Rimword with HSK mod: 11900k (@5.0), 128 GB RAM, Samsung 980, RTX 3070. But...situation looks pretty same as on 10 year PC. In midgame with 12 colonists, 20 animals and 10 drones, frame rate drastically falls. I'm especially pissed of with 10 sec freezes (OMG) when global map events happens: raid or crash or caravan.

I'd really appreciate if someone can share his experience how to tweak game to run normaly, consume more memory and cores if possible.
Originally posted by Ashardalon:
multitreading barely works for vanilla
it definetly doesnt work with hsk

there are a few things you can do to make things less heavy
dont have people set to firefighting as it forces the game to check the entire homezone every time a job ends
dont set the bill range too high, localize the needed resources so that the game needs to check less area every time it starts a bill
dont have many drones, just like animals its basically a pawn without a constant job, making it about 5x as heavy as a working pawn

but in the end rimworld is a single core cpu game
and unlike gpus cpus havnt progressed much in the last decade since multitreading is barely used
so no you wont get a massive improvement over an old pc

if you are desperate for better performance you can go to the hsk discord and ask for help
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Showing 1-12 of 12 comments
whatamidoing Sep 8, 2021 @ 9:33am 
How many mods?
Hanuman Sep 8, 2021 @ 10:12am 
I have a $700 laptop and it runs great at those sort of numbers. I assume you have 200 mods running. If not, use the mod that fixes the new, more advanced rendering of the pawns to previous state...but again, your system should be able to run a Mars mission, and I don't even need to use anything special for my junk hardware.

Good luck :HarveysBoxFirefly:
Which mod are you using to force multithreading? Is it compatible with the HSK modpack?

With such a performance drop I suspect the answer to the latter is NO. You will get lag spikes when stuff is being spawned anyway because it is sudden high demand.
The author of this thread has indicated that this post answers the original topic.
Ashardalon Sep 8, 2021 @ 5:53pm 
multitreading barely works for vanilla
it definetly doesnt work with hsk

there are a few things you can do to make things less heavy
dont have people set to firefighting as it forces the game to check the entire homezone every time a job ends
dont set the bill range too high, localize the needed resources so that the game needs to check less area every time it starts a bill
dont have many drones, just like animals its basically a pawn without a constant job, making it about 5x as heavy as a working pawn

but in the end rimworld is a single core cpu game
and unlike gpus cpus havnt progressed much in the last decade since multitreading is barely used
so no you wont get a massive improvement over an old pc

if you are desperate for better performance you can go to the hsk discord and ask for help
Noeat Sep 8, 2021 @ 6:48pm 
Originally posted by MAMKIN DOMINATOR:
Hi folks,

Now I think I own hardware capable enough to run Rimword with HSK mod: 11900k (@5.0), 128 GB RAM, Samsung 980, RTX 3070. But...situation looks pretty same as on 10 year PC. In midgame with 12 colonists, 20 animals and 10 drones, frame rate drastically falls. I'm especially pissed of with 10 sec freezes (OMG) when global map events happens: raid or crash or caravan.

I'd really appreciate if someone can share his experience how to tweak game to run normaly, consume more memory and cores if possible.
use this:

https://steamcommunity.com/sharedfiles/filedetails/?id=2559582557
https://steamcommunity.com/sharedfiles/filedetails/?id=2479389928

its common issue..
and you can improve it by removing history of your pawns and animals (ye, even animals have history what child of what child of what child of what child is this muffalo)

+tons of other "trash data"

even dont help fact that RW use only one (yes, ONE) CPU core
Last edited by Noeat; Sep 8, 2021 @ 6:49pm
D.Cub3d Sep 9, 2021 @ 8:02am 
Originally posted by Noeat:
Originally posted by MAMKIN DOMINATOR:
Hi folks,

Now I think I own hardware capable enough to run Rimword with HSK mod: 11900k (@5.0), 128 GB RAM, Samsung 980, RTX 3070. But...situation looks pretty same as on 10 year PC. In midgame with 12 colonists, 20 animals and 10 drones, frame rate drastically falls. I'm especially pissed of with 10 sec freezes (OMG) when global map events happens: raid or crash or caravan.

I'd really appreciate if someone can share his experience how to tweak game to run normaly, consume more memory and cores if possible.
use this:

https://steamcommunity.com/sharedfiles/filedetails/?id=2559582557
https://steamcommunity.com/sharedfiles/filedetails/?id=2479389928

its common issue..
and you can improve it by removing history of your pawns and animals (ye, even animals have history what child of what child of what child of what child is this muffalo)

+tons of other "trash data"

even dont help fact that RW use only one (yes, ONE) CPU core
While you may think its absurd for a game to use one core, most games only do. But hey, what do you expect from some random on a gaming forum...
MAMKIN DOMINATOR Sep 9, 2021 @ 1:25pm 
Originally posted by whatamidoing:
How many mods?
HSK is a set of mods, I think at least 100. The most important that many areas of vanilla have been rebalanced.
MAMKIN DOMINATOR Sep 9, 2021 @ 1:29pm 
Originally posted by Artist formerly known as Bob:
I have a $700 laptop and it runs great at those sort of numbers. I assume you have 200 mods running. If not, use the mod that fixes the new, more advanced rendering of the pawns to previous state...but again, your system should be able to run a Mars mission, and I don't even need to use anything special for my junk hardware.

Good luck :HarveysBoxFirefly:
Thats true, a hardware capable of running Moon Missions in 1969, can't run modern MS Word. I'm thinking the issues lie in area of algo, when Unity and Rimworld developers didn't give a ♥♥♥♥ for too much. In comparison with Moon/Mars any program. E.g. Finding something in a tree is logN, while in Linked list N, when N=10 its fine, when N=billion/trillion, we're in trouble. An Unity engine can and probably do has such troubles.

Don't enabling multicore in 2018 sounds lika a joke to me.
Ok most things can be done in main thread. But other daemon threads can clean garbage, check global-map spans, do some behind the scenes caching...As if the engine was create by cute cats without fingers...
Noeat Sep 9, 2021 @ 1:52pm 
Originally posted by Transflux:
While you may think its absurd for a game to use one core, most games only do. But hey, what do you expect from some random on a gaming forum...
no, i think it dont help when RW use only one CPU core..
but using single core by simple games what rely more on graphics than CPU is common.. will be absurd make for them multicore system, when there isnt anything what can be optimized by that multicore system... in fact it can slow down those simple games..

RW need process a lot of things.. and if u say it.. ye, its kinda absurd limit his performance by using only one core
Last edited by Noeat; Sep 9, 2021 @ 1:59pm
glass zebra Sep 9, 2021 @ 1:56pm 
Using multiple cores limits you in what and how you can do your with your processes, as processes have to wait for other resources or signals. Rimworld might profit from Multicoring but it's a lot of work and easy to mess things up. Tynan has always stood for a simple and stable system with most of the things ingame. That's one reason the mood system is so simple and timed based.
Noeat Sep 9, 2021 @ 2:00pm 
Originally posted by glass zebra:
Using multiple cores limits you in what and how you can do your with your processes, as processes have to wait for other resources or signals. Rimworld might profit from Multicoring but it's a lot of work and easy to mess things up. Tynan has always stood for a simple and stable system with most of the things ingame. That's one reason the mood system is so simple and timed based.
true.. u need be actually good to not screw it, when u try code multicore engine
glass zebra Sep 9, 2021 @ 2:03pm 
You need to be decent to not screw up multicore when you do some algorithms that profit from threading, like genetic algos or whatever. Multicoring processes in a game, you need to spend a ton of time and even then you will have bugs that are far from what you expect. There is a reason so little games do it, yet so many smaller programs do. Everything that is realtime is a horror to multithreat.
Last edited by glass zebra; Sep 9, 2021 @ 2:05pm
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Date Posted: Sep 8, 2021 @ 9:29am
Posts: 12