Space Beast Terror Fright

Space Beast Terror Fright

Major lag.
Recently got the game I have a I7 920 @ 3.0ghz and a GTX770, my friend who also plays uses a I7 4970k @ 4.5ghz with a GTX970 also has the same issue.

When playing Mazes on insane or harder (Haven't checked easiest)

When looking in certain directions I then get huge fps drops, ranging from around 50 to 20fps, even crashed the game at 1fps once.

I've checked offline and online and it occurs in both, CPU usage stays at 17%~ no matter what, but the GPU usage drops from 25%~ to around 12%~ when the framedrops do occur.

Sending my .logs to the contact email now.
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Showing 1-7 of 7 comments
nornware  [developer] Sep 10, 2015 @ 5:45am 
Ok, this definitely sounds like graphics related issues, based on the fact that you get varying performance based on view direction.

Mazes tends to generate the largest amount of geometry for the world geometry itself, and this combined with running on the more difficult rules will quickly fill up the map with Beasts and Creeps.

A quick test to do would be to turn off as many graphics options as possible and see if things get better.
HOTWHEELSMASTER69 Sep 10, 2015 @ 6:25am 
Yeah, we did try to make it as insane as possible. LOL

I tried that, didn't change anything, same FPS no matter what settings, even windowed and without the Steam Overlay.

BUT I did try the same seed with creeps then without Creeps, and without the Creeps the FPS drops were nonexistant. I waited and looked for a drop but couldn't find one anywhere, even with all the settings on high, so it's something to do with the Creeps.

I can send the logs if you would like them.
nornware  [developer] Sep 10, 2015 @ 6:55am 
Ok great, thanks for narrowing it down. We will look into it (we won't need the logs).
HOTWHEELSMASTER69 Sep 10, 2015 @ 7:17am 
Glad I could help.

This is off topic from the problem, but is there any possibility for 120fps support in the future?
nornware  [developer] Sep 10, 2015 @ 7:24am 
Currently the input sampling, simulation and rendering all run at the same rate (60Hz), so getting 120fps wouldn't currently do anything other than rendering the same image twice (input sampling and simulation are tightly coupled). Everything runs on simulation time, so in order to make the game render at higher frame rates, there would have to be a lot of work done to decouple rendering / effects from simulation.

Based on the amount of work that would be required, I would say that it is pretty doubtful we would try to implement this, especially due to the issues we are having of even maintaining 60fps on some systems. Your experiences show that the animated characters are pretty heavyweight as it is.
HOTWHEELSMASTER69 Sep 10, 2015 @ 8:14am 
I figured it might've been a bit too much, specially after reading that, people who have 120hz monitors are a fairly small percentage of gamers anyway. LOL

Thanks for the detailed reply, the game though, no matter what, is still some of the most fun I've had for a while, and it's easily one of my favourites now.

Good work and good luck with the game.
nornware  [developer] Sep 10, 2015 @ 9:13am 
Originally posted by FlapperFallz:
I figured it might've been a bit too much, specially after reading that, people who have 120hz monitors are a fairly small percentage of gamers anyway. LOL

Thanks for the detailed reply, the game though, no matter what, is still some of the most fun I've had for a while, and it's easily one of my favourites now.

Good work and good luck with the game.

Thanks for the support, it helps! :)
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