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FXAA at high use a LOT of CPU. increasing resolution/fidelityfx and disabling AA got better FPS and similar quality.
Turn off volumetric fog.
Set fsr to quality. Some parts of the game might max out your gpu. Can use msi afterburner on screen display to figure that out.
For station fps change in Documents\Egosoft\X4\53790910\config.xml and setting "<trafficdensity>0.01</trafficdensity>" from 0.50 and "<chardensity>0.20</chardensity>" from 0.50.
For mini map fps performance - disable trade, mining, think and other filters when not in use.
-malloc=system +mat_antialias 0 window -USEALLAVAILABLECORES -sm4
https://steamcommunity.com/app/392160/discussions/0/1608274347734364255/?tscn=1610139971
Try not to go crazy with satellites and other deployables. Can launch quite a few.
This:
https://steamcommunity.com/app/392160/discussions/0/3757727430511091089/?ctp=2#c3757727430513116204
And maybe this:
https://steamcommunity.com/app/392160/discussions/0/3785876820734168258/#c3785876820734769611
1. A better CPU. The game relies almost entirely on CPU performance. So unlike every other game out there, get the best CPU money can buy. (13900k currently holds the crown by a small margin.)
2. The fastest RAM. Memory speed and timing are a huge deal in X4. I aggressively timed (overclocked) my old DDR4 memory two years ago and gained 15fps instantly in a mid-game playthrough. Also make sure you have 32GB of ram. X4 WILL use more than 16GB of ram later in the game, or with a modded game. Once that happens, the game becomes a slideshow without enough ram.
3. Use a mod that turns off FOG. Fog looks nice, but for some reason eats up an insane amount of performance.
4. Use a mod that removes empty asteroids. This won't affect mining as it only removes the useless ones. Can MASSIVELY improve framerate in some sectors. You can go even further with a mod that removes all empty and also small asteroids. But this will affect mining resources.
5. Shadows, they eat cpu as well. But sadly disabling/reducing these does drastically reduce appearance of the game.
6. Using fewer DLCs. Each DLC you use in your game makes the game world much larger, and adds a lot more NPCs to it. The game will run roughly 3x better with the base game than it does with all the DLCs active. A very small difference when starting out, but a HUGE difference later on. Sadly this option also prevents the usage of options 3 and 4 usually, as most mods typically require all the DLCs to work.
also dont worry to much about the game not having 60 FPS, its just 2 threads rendering the most things and even the beefy cpu will not be able to keep up. those rates seems in a more or less normal area.
my 1st uniervse was just 5 FPS after 1.000 hours + and is just 50% slower then a 13900k core.. (i think you get where this goes..)
I like space simulation games a lot, I played star citizen and elite dangerous for a long time and this game I could say it's almost in the same level as the other games. This is my first X series game and I really like a lot but the performance is just terrible and I know their team has problems with making optimizations patch and handle multi thread tasks. I hope they can improve their game logic to handle things in a more performatic way because their game looks like a master piece because of tons of things you can do in the universe dispite the horrible graphics (for example, npcs soulsless and looks seem to be based on 2008 models) and lack of attention to details to sound and effect quality.
You are kidding right? Not sure what kind of GPU you are using but I can tell you that my 5800x3d/3060ti combo hardly ever sees GPU power usage go over 50W and 50% utilization. (note that is even when underclocked and just at 50W). It is not the GPU. Most of the game logic (including the graphics stuff) is done on the CPU that is one of the reasons the game is struggling so hard. Now if the game would have proper support for DX11+/DLSS etc... that would be a different case. It doesn't and it will never have it.. I'm afraid this game is stuck with an upgraded old engine and any game dev knows that there is no way out of that.
This is the first time I heard a game rely on memory frequencies instead of CPU or GPU configurations.
I have seen many benchmarks and stations with different configurations where memory frequence can improve 1 to 3 fps barely of an application. Never saw anything higher than this. Are you sure this is the case? Where did you found this info?
Keep in mind that it isn't so much the memory speed as the uncore speed. With average memory you might not get 1:1 and then you have a super slow fabric. Even a 5800X which is a single CCD still has to pass through the fabric.
Then you also need the low latency memory to reduce the penalty for accessing memory. This game is super CPU heavy and using a very large set of data. There is no way it isn't hitting the memory often.
This is why my i9-10900K with 5.3GHz AC 5GHz Ring DDR4-4200MHz CL14 and a RX 6900 XT is an additional 5 FPS faster max speed and 15 FPS .01% mins. It's because the memory access latency is 40ns vs th 57ns of my B Die kit in the 5950X and the 94ns of the 3600MHz CL16 kit. That latency is a big deal in this game.
Yeah I was glad to be done with that place.