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"terrain work slider" @ low = high CPU.
"terrain work slider" @ high = high GPU.
(low=left/high=right)
Might be worth a try.
FPS style of gameplay requires much more responsive asset pipelines within the engine itself to properly render all the required assets, shading and lighting.
I suspect that they didnt actually lay any engine groundwork for this and instead just input the assets, pathing and new shaders and hoped for the best.
If it is an engine problem they will have to rewrite pretty much the entire asset, shading and lighting pipeline within their engine to fix it.
How long a break? Do you have Odyssey?
I'm using a I7 + 3080 + 16gb + Vive Pro, I was playing this a lot with sustained 90 fps everywhere.
Now without supercruise is like between 40 - 60 fps... Even if reducing some settings.
At the moment I hit the supercruise....bump...problem solved, sustained 90 fps again.
Not sure what happened but it was on recent updates, I wasn't having this performance a few updates before.... I had to make a pause playing to attend some exams.
Now that I'm back to play, I get these performance drops :(
Can't be right. All my cores are being used. Or you mean only one thread per core?
CPU bottlenecking is a bit more complicated than just analyzing utilization.
Games, depending on the engine and api can bottleneck on the CPU at any one of the elements of the core, including the Cache, Memory Controller, Integer, Floating point and even Network I/O.
Bethesda games famously bottleneck on the Memory Controller (Sometimes cache), Dwarf Fortress Bottlenecks almost exclusively on cache. Most "Well Optimized" games will bottleneck at Floating point. and Float bottlenecks are the ones that typically manifest as "High utilization" as it will back everything else up into the other elements of the CPU.
Intel has a really good tool called CPU Roofline that helps break all this crap down, and I certainly don't understand it except at the most basic layperson layperson level.
Agreed. I have it almost on the lowest setting but I've seen people using a fish-eye lens view instead. That's just adding a heap to the frame rate issues.
Yeah, i know its a complicated subject, was just wondering about the single thread statement made. If it was just a single thread then only 1 core would be working. Having said that, it could be some things are being pushed through a single thread while other things are being handled by other cores. However, on my comp at least, it looks like load is being evenly distributed.
I have a 4 core CPU (i7-6700k). I always lock my games to 60 fps max, which keeps everything cool most of the time.
In space right now I'm on 64 threads, 21% cpu usage.
Arriving at a station (not yet docked) I get 81 threads, 35% cpu
Docked at station, 80-87 threads, 50% cpu. Same when i disembark and walk the concourse (not surprising, as the game is apparently drawing the concourse when you're sitting in the ship.)
I'm curious what happens in a CZ though. Do they use one thread for all the combatants, stray shots, explosions, audio, lighting, or does the thread number explode?