X4: Foundations

X4: Foundations

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Shade Jul 9, 2024 @ 6:44pm
Why is there horrible FPS drop in any sizeable battle?
After tutorials, I was playing Timelines. I have noticed that while normal combat is fine, having a battle with several capital ships or medium amount of fighters starts getting slower and slower.
What's worse, it affects weapon recoil, making some missions much harder (e.g. experimental shuttle with 6 star-firing guns trying to stop an enemy capital ship is fine where's a few fighters around the gate, but once the big battle starts it's shots all over the place).
What broke me was 'frontier trading' mission in Circuit 6, where just a few ships are attacking the system (with most of the fighting far away from me) but the game just stutters sometimes. And when it doesn't, docking at speed (probably under attack) is extremely unwieldy due to very low FPS.

Is this normal and the game is just as unoptimized as it looks? Or am I not aware of some secret setting that makes things right? I have reduced LOD to about a third, but still no reasonable results.
Last edited by Shade; Jul 9, 2024 @ 6:47pm
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Showing 1-13 of 13 comments
KinGT Jul 9, 2024 @ 8:26pm 
Its about CPU singel core speed and RAM speed , this game makes tousends or iven 100,000 of ship, bullets, and more simulating it at real time.
powergfx Jul 9, 2024 @ 9:08pm 
And that is done using LUA-scripting, though it is the JIT variant, but still slow compared to some real native code. They already use GCC for compiling the game (at least on Linux), maybe they should replace the LUA staff by C++ code and use libgccjit to do the same, but with C++ "scripting" instead of LUA.
Shade Jul 9, 2024 @ 9:28pm 
Originally posted by KinGT:
Its about CPU singel core speed and RAM speed , this game makes tousends or iven 100,000 of ship, bullets, and more simulating it at real time.
But... why?..
Like, the game is already separated into sectors, which I presume are calculated on statistical basis -- what's holding them from separating sectors into zones calculated similarly and encapsulating everything else into packs calculated at once? (probably except player's immediate area) Calculating everything at once never was demonstrated to scale even in a remotely decent way.

Originally posted by powergfx:
And that is done using LUA-scripting, though it is the JIT variant, but still slow compared to some real native code. They already use GCC for compiling the game (at least on Linux), maybe they should replace the LUA staff by C++ code and use libgccjit to do the same, but with C++ "scripting" instead of LUA.
If what's written by KinGT above is correct, no amount of computation time saved will fix the issue as I see it. Even if C++ will run these scenarios 10 times faster, this will transform to only slightly higher actual fleet capacity increase before we hit the same frame rate issues. What I've seen was borderline unplayable even in pretty mild scenarios described above. As such, even in upgraded version, we'd just need a few more big ships with escort to get the same.

Hope I'm getting something wrong here.
RaideR Jul 9, 2024 @ 10:59pm 
Wall of text and yet no pc spec
Kinda hard yo tell why
One thing I can say, I run on ultra and never drop any fps
Cellar_Cat Jul 9, 2024 @ 11:59pm 
It's not all fully simulated at once. It gets simplified more the further from the player you go, which is why results sometimes differ just depending on whether you observe or not.

Regarding the sudden stutters, I think it's a collision physics thing. I've noticed a pattern of that occurring for a split second when objects touch. Could not tell you what specifically is the most demanding thing about combat however.
Venerable_Sin Jul 10, 2024 @ 12:05am 
Originally posted by RaideR:
Wall of text and yet no pc spec
Kinda hard yo tell why
One thing I can say, I run on ultra and never drop any fps
Care to test your machine with my empire? I have nearer to 2k ships, if not more all wanting some action in VIG system. :D I think you might drop a frame or two loading all of that.
RaideR Jul 10, 2024 @ 12:36am 
Originally posted by Vinerable_Sin:
Originally posted by RaideR:
Wall of text and yet no pc spec
Kinda hard yo tell why
One thing I can say, I run on ultra and never drop any fps
Care to test your machine with my empire? I have nearer to 2k ships, if not more all wanting some action in VIG system. :D I think you might drop a frame or two loading all of that.
I know, but the op is talking about Timelines, so there is no such a mass of the ships
I'm not bragging or picking on Op, just saying, it's shouldn't lag in timelines, and if it is, we'll, maybe pc not coaping
KinGT Jul 10, 2024 @ 1:32am 
If you playing on sandbox the game keeps growing in fabrics fighters and in gattering more resurces it gets slower over time becaus of all the new calculacions i use a 5800x3d wit 64 gb ram and 7900xt and after 70 houers i get like under 60 to 12 fps .
KEKSohneNAMEN Jul 10, 2024 @ 1:33am 
Originally posted by Shade:
But... why?..
Like, the game is already separated into sectors, which I presume are calculated on statistical basis -- what's holding them from separating sectors into zones calculated similarly and encapsulating everything else into packs calculated at once? (probably except player's immediate area) Calculating everything at once never was demonstrated to scale even in a remotely decent way.
They actually do that to some extent. There is a radius around you that gets calculated in real time while the rest is calculated as if you were out of sector. Don't know the exact range though, there's 40 km stuck in my head but that seems a bit low.
Shade Jul 10, 2024 @ 10:29am 
Originally posted by KEKSohneNAMEN:
There is a radius around you that gets calculated in real time while the rest is calculated as if you were out of sector. Don't know the exact range though, there's 40 km stuck in my head but that seems a bit low.
There. This seems like the thing I created this topic about. How do I change this range?
Hi Shade, sorry for necroing this thread but afaik there is no way. Though you probably already figured that out.
Shade May 8 @ 2:09pm 
Originally posted by ValkiMiau:
Hi Shade, sorry for necroing this thread but afaik there is no way. Though you probably already figured that out.
Yup. Sadly, that's how it is with this game.
don't worry, there have been no major changes to performance since last time.
The x series has always been loaded down with a meaty scripting engine and no ability to harness multicore cpu power. It is a legacy issue from a decades old game.

X tries to be a massive galaxy sim, but it unfortunately doesn't have the game engine needed to back it up. That is a pretty big debuff in current year, heck it has been a debuff for over a decade now.
Last edited by Bobucles; May 8 @ 3:59pm
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