Transport Fever

Transport Fever

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GaborBartal 2017 年 1 月 3 日 下午 11:31
[Help] What FPS do you get?
Hi all,
I got an RX 470 and an FX-8320 @4.2 GHz with 8GB RAM. I know the game tends to stutter in larger maps, but I find it almost unplayable, 18-25 fps in 1080p, most settings low or off, on 1x time.
I wonder what others get on similar systems with a medium map with around 80 lines mostly trains or trams (so not a lot of spammed trucks or buses), my cities are around 3k average.
Any benchmarks I found were vague but showed way higher FPS (possibly during missions which are way less complex maps).

Basically a dream response would be someone with my CPU 8320/8350 and an R9 Fury (a possible ugprade for me; not thinking about GTX 1070 as I have a Freesync monitor) but chances are slim for someone with that exact setup AND owning the game, so I would welcome any response!

Thanks!
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uzurpatorex 2017 年 1 月 4 日 上午 1:24 
This game is CPU bound. I get drops to 15fps in crowded cities on 5820k OCed to 4.2ghz.

Which is a shame because it would be glorious at 144fps :)
maculator 2017 年 1 月 4 日 上午 1:46 
I have a 8320 and a R9 380R. It runs smooth for me but the more I put on the map the slower it gets. Medium map with all cities connected and some industrie runs "smooth" with 50fps. But when I zoom in on one of my stations in a bigger city (6000+ppl) it drops to 15fps for 2 seconds before it recovers to something arround 30. It's not ideal but I'm amazed I do even get those fps out of a fully built medium map. (For me graphics settings didn't change a thing so I left them on high)
GaborBartal 2017 年 1 月 4 日 上午 4:05 
Thanks, both!
Hm yes I knew it was CPU-bound but even on a 5820k? Wow.
Then I guess I'd have moderate changes even with a Zen when it arrives.
Graphics settings don't change much to me, either. I hope for another performance patch - I really get that simulating every person is consuming, but somehow other games like Cities: Skylines manages complex simulations just fine. And this is the devs' second attempt. Either way, thanks again!
peterhoepfner 2017 年 1 月 4 日 上午 4:24 
Cities skylines has far less agents than this game.
donmiwi 2017 年 1 月 4 日 上午 8:55 
Skylines is able to simulate 65.000 agents - how many in Transport Fever ?
canophone 2017 年 1 月 4 日 上午 9:04 
引用自 donmiwi
Skylines is able to simulate 65.000 agents - how many in Transport Fever ?

By default, I believe there is no limit. However much can get put into reserved RAM and virtual memory space.

My experiments in the game tell me that the factors affecting performance include vehicles, agents, pathing with signals and waterways, and laneways. This is especially true if you have more than 4 platforms (aka: terminals) at a station, as may likely be the case for passenger boats and railway stations.
Hayes 2017 年 1 月 4 日 上午 10:43 
In this game i get a minimum of 15fps (zoomlevel of screenshot and closer) and 30ish further out..

i7 6700k OC'ed to 4.5ghz and a watercooled 1080gtx OC'ed to 2138mhz with cpu usage peaking at 31% and gpu peaking at 51%

http://steamcommunity.com/sharedfiles/filedetails/?id=834556023
BuffHamster 2017 年 1 月 4 日 下午 12:40 
引用自 canophone
引用自 donmiwi
Skylines is able to simulate 65.000 agents - how many in Transport Fever ?

By default, I believe there is no limit. However much can get put into reserved RAM and virtual memory space.

My experiments in the game tell me that the factors affecting performance include vehicles, agents, pathing with signals and waterways, and laneways. This is especially true if you have more than 4 platforms (aka: terminals) at a station, as may likely be the case for passenger boats and railway stations.
^^ what he said.

I have a i7 4790K processor @ 4.0 GHz and a GTX 970 SSC, and try to avoid the causes in the experiments mentioned above, but the FPS does drop down to the low 30s and mid 20's in some situations on my end.

It makes a good challenge to keep in line with the game mechanics and
  • avoid station platforms >2 as much as possible
  • bare minimum of Terminal Stations
  • keep pathing as simple as possible
  • keep signals and pathing to the bare minimum

to avoid the "late game slideshow" effect.
GaborBartal 2017 年 1 月 6 日 上午 12:23 
Many thanks for the replies, clearly no rig can sustain high enough (or well, just playable) FPS, unless you give up on playing the game normally, efficiently and resort to workarounds above... Pretty sad thing.

What I find interesting is how even when the game is paused, FPS does not go up. Then it indicates a graphics card is a limiting factor too, and I wonder if they programmed LOD better it would increase FPS... I mean lower poly models kicking in closer to the player. Or, what if there was a "Planning" view mode where you wouldn't see models of houses, but their placeholders in certain colors, e.g. in Cities: Skylines where you use different layers for planning something. I wouldn't mind that look, e.g. there are games that work like that by default such as Mini Metro, Hitman: GO, etc, albeit not full-on games but still when there is a performance hit like this, there must be a workaround. I wouldn't mind giving up on realism if it meant 2x the performance.
GeneralGeldenhuys 2017 年 1 月 6 日 上午 2:46 
引用自 GaborBartal
Many thanks for the replies, clearly no rig can sustain high enough (or well, just playable) FPS, unless you give up on playing the game normally, efficiently and resort to workarounds above... Pretty sad thing.

What I find interesting is how even when the game is paused, FPS does not go up. Then it indicates a graphics card is a limiting factor too, and I wonder if they programmed LOD better it would increase FPS... I mean lower poly models kicking in closer to the player. Or, what if there was a "Planning" view mode where you wouldn't see models of houses, but their placeholders in certain colors, e.g. in Cities: Skylines where you use different layers for planning something. I wouldn't mind that look, e.g. there are games that work like that by default such as Mini Metro, Hitman: GO, etc, albeit not full-on games but still when there is a performance hit like this, there must be a workaround. I wouldn't mind giving up on realism if it meant 2x the performance.

It isn't the graphics card that is the limiting factor. I've run some test and checked the CPU and GPU load. The CPU and GPU runs in idling state (30% at most for both).

I concluded the fault is the OpenGL API renderer. The problem with the game is it only uses 2 cores. 1 core for the OpenGL and simulation, 2nd core for the algorithm for the agents and town development. If a person pause the game and the fps goes up, it is a clear indication the game simulation was bogging up the CPU, but this is not the case.

If you want to push up frames, you need to get a very strong single core CPU with an extremely high single threading score.
GaborBartal 2017 年 1 月 6 日 上午 2:58 
Thanks, true, I meant it as a graphics problem - the API then.
It's quite unbelievable though that a game in 2016 that relies so heavily on CPU power isn't developed for more threads. I guess we can't expect a fix for that either as it woudl involve re-designing the whole engine. What then, a 3rd game? Resulting in a game that runs as Train Fever should have.
prisoner417 2017 年 1 月 6 日 上午 3:16 
i3 4000m/GT840M/8 GB - 20-60 fps
uzurpatorex 2017 年 1 月 6 日 上午 4:45 
I shall shamelessly plug my previous thread about this issue

https://steamcommunity.com/app/446800/discussions/0/154642321539029372/
Hayes 2017 年 1 月 6 日 上午 6:58 
引用自 uzurpatorex
I shall shamelessly plug my previous thread about this issue

https://steamcommunity.com/app/446800/discussions/0/154642321539029372/

Shame on you!
Wolfsun 2017 年 1 月 6 日 上午 9:27 
引用自 uzurpatorex
This game is CPU bound. I get drops to 15fps in crowded cities on 5820k OCed to 4.2ghz.

Which is a shame because it would be glorious at 144fps :)

That's strange because I run an i7-5820K OC'd to 3.8Ghz with a GTX 970 and I've never seen my frame rate drop lower than 38 even in the most busy of cities.

How much and what type of RAM do you have? I've got 16GB of DDR4 which may be one difference (faster than typical DDR3 used in most PC's). TpF is a 64b program so it should theoreticly put everything it can into memory thus the more RAM the better.

I also use a program called Process Lasso which works to prioritize and balance core loads - when I was playing microsoft's flight sim FSX (32b program) just adding process lasso got me an extra 5 to 10FPS out of it and there isn't a more CPU bound game out there than that one IMO.

Edited to ADD: the above describes my performance without any of the little tracking boxes one can open. I've found that just 1 or 2 will only drop FPS by a bit but having 4 or more open can cause a real hit especially when you get up to 7 or more which if opened while viewing a large city with lots of traffic can do a number on FPS and easily drag it into the low 20's and occassionally even down into the high teens.
最後修改者:Wolfsun; 2017 年 1 月 6 日 上午 9:33
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張貼日期: 2017 年 1 月 3 日 下午 11:31
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