Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Hey the_nodmod,
Thanks for letting us know about the performance issues, we run the same setup as you on our dev PCs so there shouldn't be any difference but there are a few common errors that can cause performance issues:
FPS problems:
If your FPS is low on the planet and galaxy screen, this can sometimes be caused by the game accidentally using an on-board graphics chipset instead of your actual graphics card. This bug happens in a number of games, and the best way to solve it is:
End-Turn Delays:
If the game is stalling for up to several seconds when you hit the End Turn button, this is normal but is also something we're going to solve before release. This delay is caused by the AI doing all of its thinking and planets being generated when the AI explores or colonises them during the turn.
All 4X games have these little delays when you press End Turn, but they don't appear to stall because they execute the end turn and AI code in a separate thread than the graphics rendering so that the graphics doesn't pause while waiting for the AI to finish thinking. We will be moving the End Turn and AI code into a separate thread when the game is feature complete, which will eliminate the harsh pause. We'll also spend some time making the AI more efficient before release to minimise End Turn delays in larger maps.
Crashing during End Turn:
Rare situations come up in normal gameplay that often don't happen during our internal testing, and they can cause crashes. This is unfortunately an unavoidable part of early access games and indie game development, and when it happens we'd love it if you could submit the crash report using the crash reporter that will appear. When a crash is reported, it tells us where in the code the problem is so that we can fix it.
We don't have a crash log file, so if the crash reporter isn't popping up for you then please let us know as we have no other way to diagnose a fault that doesn't occur during our internal testing. If the crash is consistent and the crash reporter isn't working, you could send us your save game file that it happens in. If you need to do this, press start and R to open the run dialog, paste in %appdata%\Predestination\Saves\ and hit enter to open the save game folder, and send us a zip of the save to brendan@brainandnerd.com if possible.
Getting kicked out to orbit:
There's currently a bug in the End Turn code that makes the Planet Screen sometimes kick players out into orbital view. This has been fixed and come back several times, and we're looking into what causes it. I'm reasonably sure it's something to do with the AI scouting or colonising a planet, and I aim to fix this in the near future.
Thanks for the heads up on these problems. If you have any other questions or problems, please let me know.
Cheers,
-- Brendan, Lead Developer
As for the crash reporter, I think this didn't come up, but I will give it another try and let you know what happens.
Someone else also reported that the crash reporter failed for them, I will look into this as we use a third party crash reporting tool.
Cheers,
-- Brendan, Lead Developer
I read in a dev post last february you guys were hoping to have this game playable for low end systems by last May, but there didn't seem to be any followup. Is it currently playable with an integrated chipset and if not, is there still a plan to make it playable?
The big problem with integrated GPUs is that the specs will say it has something like 1792MB of memory but it actually only has 16, 32 or 64MB of dedicated memory. Some parts of Predestination use large rendertargets and pre-defined vertex buffers that require a certain amount of dedicated video memory.
In our official minimum specs, we currently advise players to have a graphics card with at least 1GB of dedicated video memory. A 512mb card should also work and we have experimental low-resolution textures for old 256mb cards. We do still intend to produce further low-graphics modes and see how low we can get the minimum video memory usage etc, but of course this will have to be done once the game is feature complete and we're in the beta/finishing phase.
Please keep in mind that there are no guarantees that we'll be able to make this work even when we get the time to attempt it, it'll be experimental work on our own custom game engine and many other XNA-based games have yet to solve the compatibility issues with most integrated graphics chipsets. If we can manage to make this work, certain features like the 3D ship designer, UI blurring, Anti-Aliasing etc may also have to be disabled or reduced in resolution to make it possible.
The crashes will be from other errors and bugs in the code, and I'm working as hard as I can to solve these as they're submitted while also working on the remaining features. Please do keep sending in those crash reports, they're extremely helpful and every one helps me make the game more stable. Once the game is feature complete, we'll be focusing solidly on bug fixing and iteration until the game is stable and ready enough for release.
Cheers,
-- Brendan, Lead Developer