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Not sure what test i could run on it !
There are plenty of free benchmarking tools that can be used also, I just don't currently have links to them. Try looking at some site like www.guru3d.com they have a huge section of diagnostic and benchmarking downloads.
I'll give it another go but in the meantime i'm going to try moving the Empyrion game files onto my d: (more to rule it out than anything else).
Maybe I just don't understand what the hard-drive numbers should be, but it would appear this drive is slow as ♥♥♥♥.
ya i dont knwo what they should be. in theory read/write speeds shouldnt be the issue as i have:
http://hdd.userbenchmark.com/SpeedTest/975/HGST-HTS721010A9E630
http://www.userbenchmark.com/UserRun/10348231
I wonder what that test does exactly? My nvme device performed the same as the sata devices on that particular test.
I also notice the difference in memory speed test between yours and mine, But since I only have mine with quad channel ram to compare too I don't know if that means anything in real world performance. It may not matter one bit.
http://www.userbenchmark.com/UserRun/10348559
I installed the Sandisk Dashboard software and checked the drive, no problems detected.
Just done a long excursion to mine deposits and it was very 'sticky', i know it's got something to do with the enemies/animals as it's much worse on a busy playfield. the fps counter never dropped below 58 so it's not that, has to be something to do with cpu/storage but i'm at a loss to figure out what !
Giving up for now, i have some 64bit software arriving soon so will try my other pc.
I'm 99 percent sure it is not hardware but software. It is common to ALL games that use Unity Voxel engine. I think the unicorn here is the system that is able to overpower the inefficiencies in the unity engine.
If you think that is bad, run 7DTD. Like empyrion it is mostly smooth walking and running around. Soon as you travel at high velocity, in 7dtd that is your mini-bike... It stutters all to hell. Looks and feels identical to empyrion stutter and what is seen in your vid.
Thanks for the info, i think you're right - despite my trying virtually everything i cannot find a cause.
So far Mozo only seems to have the problem when trying to move. In fact most people in this thread seem to be just fine until trying to move.
I tried earlier just run-jumping and it sometimes does it with just that ! Not an enemy in sight (nor even any spiders !) so i think it's just some less-than-optimal coding which will hopefully be addressed as the game gets more detailed. they will need to make a few optimisations to reduce the impact of more stuff (anniversary update included), so it's just a time thing.
I realised earlier, this is the first time i've run a game on hardest settings, one of the major changes as you ramp up the settings is the number of 'troops' on the ground which includes the Talon villagers - game is busier so any hic-ups are bound to show up more. I will be starting a new game soon (tm) so i'll deliberately put it on easy just to see if the problem is less evident.
It may be the NPCs but I'm fairly certain its the block count of the spacestation. Its a biggun. The game by default limits the amount of blocks you place on spacecraft as when you get close to the max count... most systems will stutter. I turned off the block count limiters and built one of the big ships on the workshop. Stuttered so bad I could not really effectively use the ship and it had zero npcs on it.
Perhaps the unity engine will one day be efficient enough to not require limiting blocks.
That's just a theoretical way of doing it though, sort of like what se does with allowing the player to attach blocks together from what I've heard. Making it an automatic check though... I don't know if I'd go there. Could be a coding nightmare.
Spend some time today in creative mode and altho' less evident i still get the 'pauses', that's on medium settings in-game.
I also watched another of Spanj videos and he definately does not seem to get it in that video. The fight scene video that was linked in this thread i think was caused by the amount of action taking place as you would expect of an un-optimised game.
One thing i did notice for which i must apologise, my gpu only has 4gb not the 8gb that i thought it had so sorry for misleading.
I have now moved the game files back to my SSD and can realtime monitor my vram usage so i've set the game to maintain <4gb (actually it holds around 2.9gb most of the time), just gotta put up with those micro-freezes :(