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might try very little or no animals. that should help
AMD Ryzen™ 5 7600X ($240) with 16 GB probably sufficient with a modern graphics card
I run a 5600g and it does pretty good
if someone wants to buy a used gpu thats a solid choice
I'm curious whether a 5800X3D's V-cache would help alleviate this problem in any way. I haven't looked into exactly how V-cache works.
A ton of strategy/similar games are not build with unity but still use (mostly) one core only. The issue is the nature of how calculations happen in complex simulations - and that is sequential. Which means cacluations for task B has to wait for calculations of task A to be finished as task A's calculation can and will impact the starting point of calculation B.
In such a setting, again complex simulations almost always are, it is very hard to effectively distribute calculations over multiple cores. Unity or not.
Trolling.
Yes you know what you did.
No we don't have to talk about it.
Yes you should feel bad..
While I would absolutely love and endorse that Ty and his team put more focus on performance, multi threading won't be a common thing, see my first part reply. While unoptimized scripts and code is tots on Ty, the nature of how things have to calculate in a complex, sequential setting simply is not.
And while ignorance may be a bliss, it certainly never helped any discussion. Ever.
Again not the issue and now you really just show your complete and utter lack of understanding. Sorry not sorry.
Performance Optimizer for some easy patches:
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https://steamcommunity.com/sharedfiles/filedetails/?id=2664723367
Dubs Performance Analyzer, not only for analyzing but also for it's patches
https://steamcommunity.com/sharedfiles/filedetails/?id=2038874626
Clean Pathfinding makes vanilla pathing better and more performant. Beta though
https://steamcommunity.com/sharedfiles/filedetails/?id=2887176193
Non-Steam, but Performance Fish does what no other mod does. Highly recommended:
https://github.com/bbradson/performance-fish
If you use non-vat babies, then the baby food check used to be resource intensive.
https://steamcommunity.com/sharedfiles/filedetails/?id=2874552927
Toggleable overlays, as Rimworlds UI graphic engine is resource intensive
https://steamcommunity.com/sharedfiles/filedetails/?id=2608654598
Same for your inventory overview
https://steamcommunity.com/sharedfiles/filedetails/?id=2661792499
Many mechs make many lag when not working. This changes that, and much more:
https://steamcommunity.com/sharedfiles/filedetails/?id=2888380373
And the very extreme, kinda cheaty stuff:
No social interactions make FPS go brrr
https://steamcommunity.com/sharedfiles/filedetails/?id=2131698562
No filth is filthy cheaty but reduces calculations for both dirt as well as the cleaning job
https://steamcommunity.com/sharedfiles/filedetails/?id=2517483236
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More general advices:
- Focus on a CPU that actually has high single core speed which many "gaming CPU" kinda don't have as people wrongly assumed that more cores make games go brrrr. Hardly ever true, just plain old marketing, and just as true.
- Don't go overboard with mods. Every single mod adds overhead. Use what you need and make sure you check the mods you use with Dubs performance analyzer. Some are horribly unoptimized.
- Dont go overboard with chicken or other animals either. Animals in large quantities are the woe of TPS.
- Don't choose the biggest map size. Bigger Map = Higher Pathing cost for everything
- Don't choose the biggest world size, as it results in way more world and faction calculations
- Especially when paired with many factions, especially multiple of the same.
- Don't have too many concurrent settlement calculations. Twice the settlements = twice the CPU strain from them.
- Don't have idle colonists or work priorities where every pawn has to cycle through all jobs, cut down your priority list helps a lot.
- Shifting half your colony to night shift helps here as well and increases the usage ratio of your workshop.
- Don't hoard too much stuff either and remove corpses/dirt when you can, increases lag as well.
I can't tell you how many games those little buggers have ruined for me. I'm like, no... it won't be that bad this time. And it totally is. All those little doods.. and they all gotta move apparently, all the time.. and then they gotta do some freaky route planning/etc. So unnecessary. But then again, you really should be angry at Unity.
All due respect to Tynan and any other Unity coders: Unity shouldn't be used in a "mature" product. Yea, I know you can get to market much faster with Unity, I get that part. But at some point, you gotta swap out the framework if you wanna make a real product. I mean, I see no good reason that RW will enjoy decent sales for the next decade at least.. but Unity pretty much guarantees that can't happen. IMHO, per usual.
Then again.. you can just wait for all of us to update our ♥♥♥♥ constantly. Which also is a way to solve it... and it would appear that as a society we've said, "Okie dokie, smokie."
i guess we've all had different experiences, this certainly isn't mine, especially on linux.