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What exactly are your system specs? Are you playing on Windows or Linux? Do you have an SSD or a HDD? Singleplayer or Multiplayer? How many ships do you have in how many sectors? What are the block counts of your ships?
I noticed a performance hit on a dedicated hosted server (Nitrado.net VM, w. 2 vCPU's and 8 GB RAM, 6GM RAM dedicated to the game, supposedly the "ultimate game-server"-package) every time I switch between my two ships, to the point that my online-friends have lag-spikes for a second or two. One ship is a Star Wars ISD II with ~25,000 block count (https /steamcommunity.com/sharedfiles/filedetails/?id=1497540110) and the other is a hauler/carrier with about 5,000 block count. (https
/steamcommunity.com/sharedfiles/filedetails/?id=1930682362)
EDIT: whaddayaknow - stupid STEAM removes their own Workshop links! changed the links a bit
EDIT 2: according to the Nitrado.net server-performance monitoring tool, switching my ships causes vCPU-spikes past 90% utilization.
I’m using someone’s Victory SD right now that has around 17000 blocks after merging the whole thing. I pulled out each of the engines and redid them to get it down another 700 blocks between the three. They’ve got close to 2000 blocks each just for the round flare piece visible off the back of the engines. O.o
well, turns out the automatic setup process of Nitrado.net put me on an i5 3.7 Ghz VM.....after I called support they moved me to a i7 4 Ghz VM...no more issues
In my experience if one server frame is late at all most of the time it hangs for several seconds (2-30, median probably around 5) with the server process utilizing all the CPU time available.
However if I'm not streaming the server gets more like 40% CPU than the 30% available with the stream on. In this case I'm much less likely to incur a late frame and the hangs rarely happen at all for me.
Naively you'd think if something hangs for ~9 seconds at 30% utilization it should hang when I do the same thing but just for ~6 seconds at 40% utilization. Instead it just doesn't hang because it was never late because it never ran out of CPU headroom (apparently). But if I do get a late frame it's seems just as likely to hang for several seconds.
I don't know your code base well enough to make an informed guess but hopefully this gives you a fresh idea of where to look. Or how to test.
Online play..is a different matter.
It's not that old. It plays Overwatch and Apex and whatnot at 1440p60 perfectly fine. And it played Avorion's earlier betas without this behavior. Furthermore even if my machine were under spec' the game should lag gracefully; not lock up for multiple seconds at a time.
Tonight I destroyed a station. The client continued smoothly as ever. The server frames came about once a minute and I waited until I had a nice red band down the right of my screen from the game's server frame rate indicator (half hour maybe?) before I quit to menu. Didn't even restart the client and loaded into the game just fine and picked up where I left off with no late frames.
I will ignore any further "it's your system" comments.
As many people can attest too, single player should be smooth assuming you have reasonable block counts so yeah, im still going with something with your system.
Core i5 6400 2.7GHz 4-cores
16GB DDR4
GTX-1060 6GB
Saves are located on SSD but Avorion itself installed on HDD.
Also windowed mode, nowadays as borderless. Speaking of that it flickers everytime i alt-tab to something on second monitor. This doesn't happen with other borderless games.