Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
you guys need to disable vsync you can spawn much bigger stuff without lag with the requirement of a good rig setup, if you have a bad one keep vsync on you need to spawn smaller vehicles then.
Not sure why you're thread necroing. V-sync generally speaking isn't a huge performance drain.
it does its job, and boosts a little not much but it helps.
Optimizations are a constant thing in development, but you can't do too much optimization too early, or development becomes very difficult. The slowdown is not a bug or an issue, but rather caused by your computer not being powerful enough to deal with the physics (or the thing you're spawning simply being too absurd). The physics processing slows down to compensate instead of lagging and stuttering.
It will slow down to 30fps if I have more than one ship spawned,and from there on it doesn't go lower even if I spawn 10 ships.
The creation is my own and while not very big (24 meters), it's densely detailed. It is understandable that there would be some slow down because of it but the issue is more about how that slow down is handled.
The question was mostly directed at devs or anyone who had any insight to whether or not they were considering improving how the physics are handled.
Just out of curiousity, what CPU does your computer specifically have?
It is handled correctly as per expected result of multi-threaded programming:
- Physics thread does its thing
- Render thread does its thing
- Neither of these threads affect each other (this was issue before the update)
- When simspeed (physics) slows down due to heavy load, it slows down just the physics and not rendering (i.e. causing discrepancy between rendering speed and game speed, hence the "slow-mo" effect).
The behavior is fully expected because you as a dev do not want to have thread dependency such that just because one aspect goes down it pulls down everything else with it
The physics are handled correctly, the only issue here is that one Physics thread does not appear to be enough for what the game can offer.
It's not just lower-end systems that benefit from this, so long as you hammer down Physics with complex creations even i9-9900K@5GHz will eventually be bottleneck. And when Physics is bottleneck on old system, your expensive GPU would be meaningless at that point.
You can press F1 to check what elements of the game is taxing your hardware.
And trying to decrease that elements in your creation to lessen the lags.
do you happen to use alot of paint blocks with very detailed graphics on it?
I have some vehicles that lags alot because of the paint block so I remove some of them to lessen the problem.