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In case that lowering texture quality helps your performance, it means that you are GPU-bound, more precisely too many texture fetches in terrain shader. We have found some optimizations to the shader that should gain 10%-40% FPS increase in that case (depending on other conditions). This will be a part of next game update.
In this case also disabling anisotropic texture filtering should help you. In the next release, it will be disabled for HIGH quality settings, as it is very heavy on texture fetches and has low impact on visual quality. Also lowering resolution could help in this specific case.
There are many other possible causes for low performance on diffrerent HW configurations. If you have low FPS while your GPU stays cool, you are CPU bound. , GPU is not fully utilized - waits for CPU, so terrain quality or resolution will not help you a lot. You should try to lower settings that affects number of objects on scene, like visibility distance, in that case.
There is one other issue we are currently investigating - slowdown during gameplay, that means the case where you start playing with good FPS and during gameplay it gets worse for no apparent reason. When you save and load the game, it will go fast for some time and then slow down again.
Very likely it has something to with the amount of terrain loaded during gameplay but we have not found the specific leak. It is our no. 1 priority in optimization now.
Last issue you've mentioned is short lags during opening big UI's, like container ones. We have also made some improvements in preloading icons and generating lots of buttons, for the next game update, but I am afraid that it will not be enough for you.
There is not a big room for optimizations in this without big UI rework that would decrease the total amount on objects generated in windows.
edit
I checked low settings for terrain and objects visibility - yes, it works. Now I have more stable 60 fps (but it still drops over time).
It is good, but now I have lot's of microfeezes, when new chunk is loading, as a result, players must have ssd to smooth playing,
@501indi, what does the Rendering Resolution do? Mine's set on Native.
My other settings are
frame rate limit: off
quality preset: custom
terrain visibility distance: very high (I want to see ore from the air)
terrain texture quality: low
object visibility distance: very high (see above)
grass density: high
water reflection: off
light quality: high
anisotropic textures: enabled
VSync: off
model quality: high
shadow quality: medium
dynamic light shadows: hard
texture quality: medium
camera affects and all off except ambient occlusion
My frame rate in a normal setting, not much around is in the 50's. When I look at my small base it drops to the 40's. When I fly it's below 30, sometimes 10 or so.
https://steamcommunity.com/sharedfiles/filedetails/?id=1547781333
I use Aida64 Extreme, it allows you to setup screens like I have to display whatever you wish it to. - I actually have an old laptop screen with an adapter hooked up to the graphics card of my main machine and display it on that while the game is running on the main monitor.
I took an idea someone else had created and just altered it to suit what I wanted it to display. (Do a google for aida64 template, and you will see the sorts of things you can do)
This one seems to be an issue on my Rig. Game is running pretty good with 60 FPS (set in options) after starting it up and after a while it will go down to 15-25 FPS for no reason (just flying straight from south to north with none of my buildings nearby).
While at 15-25 FPS my GPU load is around 40% or below and the CPU load isn't getting above 70% on any of the 8 cores.
RAM usage is pretty low as well.
Specs:
OS: Win 10 Home x64
CPU: AMD Ryzen 2700x (stock)
GPU: Nvidia RTX 2080 (stock & latest drivers)
RAM: 32 GB DDR4/3000MHz
Game is installed on a 1 TB Samsung 860 (SATA3), OS is on a 500 GB Samsung 970 (PCI-E)
It is a kind of CPU-bound issue, mostly noticable when you have a lot of containers connected to the printer or many printers to same container(s). Each time a printer prints something, it must scan all connected containers to find if it still has source materials available or if something has "eaten" it in the meantime. Normally it is barely noticable, but if specific cases, those lags could take even seconds. We have a fix for this, effectively caching a list of connected containers and their contents, but it is still not finished due to some bugs.
That's a good news !! :)
This is the still open ticket:
https://bugs.planet-nomads.com/bug/show?bugId=44
I have no question about it :)
I am glad I found this comment.
Any chance to improve this behavior?
Is it neccesary to open all containers at the same time?
If the number of icons and buttons is the cause, then showing the content differently in large networks would be better.
Alternative solutions are possible:
- special containers, which would extract from the network the components we configure. Each slot of the container should be configurable. Only that container should be opened, not the entire network
- if a container has only one item type, show the icon of that item before the container is opened. This will prevent the player to open the wrong container
- an indicator to see from outside if the container is 100% full or what percent was filled