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Fordítási probléma jelentése
I didn't exactly go easy on terraforming the area my base is in (In fact, i went a little crazy); But my base has only about 3,800 instances; While the local meadows forest, well away from my base so there's no mutual instances, has 6600~. This meadows forest is untouched. I've never chopped a tree or even plucked a resource from it. Never terraformed there either.
Even the copper mine/tree farm area I made where I found 6 copper nodes in close proximity and planted a buncha trees in the empty space after each node only has 4,000. And each copper node has been mined down to the lowest point with numerous extra hits around the area to be sure i got every bit of copper I could.
The old way that terrain instances worked though, if you heavily terraformed an area by rapidly spamming the level ground function you'd end up with 10,000-20,000+ instances in a small area and it massively tanked performance.
https://bilderupload.org/bild/9c5128523-valheim-basis-5fps
https://bilderupload.org/bild/e6ed28868-valheim-basis-5fps-f2
Perhaps earth banks causing degenerate pathing behaviour for mobs/wolves?
We should really have a common benchmarking world, so performance metrics can be directly compared between players.
I have not been able to lag my new system (20 cores, 64 gb ram, SSD, 3k graphics card series) at all. I don't believe a game like this should lag an older system nor that the answer is to go buy a $4k computer, but it does help.
That's a good idea.
...somewhat and sometimes hard to do in a game where a major mechanic of the experience is to mine ore, creating huge chunks of terrain to be altered...
https://www.reddit.com/r/valheim/comments/m3sq72/instances_data_and_fpsefficient_base_building/
There is a lot of optimization that can be done, but some of it is going to be heavy lifting, and it should not be done until Valheim is feature-complete.
Meanwhile, we can take Click and Clack's advice to callers who reported a "Check engine" light: Put tape over it. (https://www.cartalk.com/)
I never look at the FPS unless there are noticeable drops. When this topic came up, I was surprised to see that I only get 30 fps on my heavily-overbuilt base. The drop wasn't noticeable, so I never hit F2. (We think 24fps is fine for movies. The graphics in your favorite Marvel movie are 24fps 1080P)
Ryzen 7 / 16gb / gtx 1080ti
Vsync on, anti-aliasing off. (I like the look better)
When you have read this whole thing you have read that here are people without mods that also have this problem and on reddit there are a lot of people that having this problem too.
Good catch.
The original article is eleven months old, before H&H, but I think it is still worth reading, especially for the explanation of Unity instances.
Since then H&H was released, and we can find out if the developers have been optimizing. We should get the roughly the same FPS in similar tests.
This is something for those who want to make claims one way or the other to research. The devs did make some changes to the database in H&H which requires old world data to be converted, but whether it was for optimization or to improve the framework in other ways, idk.
Which creates the opportunity to mention that more went in to H&H than "just a few building pieces."
But for me I have found the reason why I had suddenly a spike after 200 hours of playtime.
McScrandy was right and wrong. Yes, it was a mod not the mods in general. I changed setting at a mod that set up auto markers for everything instead of the previous setting with this I had a full map of tousands of markers, after removing them the drop from 5fps goes back to 40-60 fps and higher by the previous highest setting possible.
Sometimes you shoot yourself in the foot and dont knew who did it.
So my fault still with higher instances (around 12k know reworked my breeding centers I lost 10-15fps, again) the game itself is also to blame including the engine.
Hope that the engine maker and the game devs figure out a way to smoothen this problem in the further development of the game and the engine.
So lets explore the new map .-)