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5800x + 3090 + 48GB ram,
That has absolutely nothing to do with stuttering...
That is all there is to it. There is nothing you can do about it sadly.
I could fix this for the developers, but I'd be doing that for a paycheck, and it'd probably take several weeks.
Also, this can be fixed with multi-threaded rendering pipelines, but that's dubious at best with Unity unless they have some pre-packaged solution I haven't heard of yet (possible, being I certainly don't know everything).
STUTTERING comes from something else, like path-finding rebuild/re-work or other AI routines that run periodically. This has been inherent to city builders (the AI stutters) for the last 20 years. Don't expect that to go away anytime soon unless they distribute the load off of the rendering engine core.
5800X, RTX3080 + 32GB ram
1080p, fps with custom settings (mainly turning cloud, fog, DoF off) range from 40-85 (its all over the place...depends on the camera)
There's a huge issue with this game, and it has nothing to do with graphics. They either f*cked up the entire game, or did it on purpose for some weird reason.
In any case, they won't fix it, there's no hope for it. And the fact that they admitted themselves that they're aiming for 30 FPS and not 60 means they absolutely know the game is badly made, and they're not planning to fix it.
Optimizing for refresh rate to the GPU feels like a largely separate issue from all of these items since in theory you can flash the screen as many times as you want without fully updating the background game state, but that's not the problem they focused on.
I don't know how hard the render refresh interval problem, but I can understand why it wasn't their focus. Unfortunately it's a metric a lot of people care about so it probably does make sense for them to try to address it.
The biggest question for how hard / easy that is comes down to how deeply integrate their massively parallel hard compute problems are with updating the picture, and only they know that.
Game i not using all cores as efficiently. Few cores take most of the load and rest are doing background tasks so in that sense those 100% working cores are bottlenecking GPU.
Nothing wrong with 30FPS, you don't move that fast, you don't flick in a split second as though you are shooting someone... what is it you don't get? Movies run at less, do you complain that your movie frames are not fast enough?
Its precaching at the background when you start the game. When its done the gpu usage goes down. Make sure you also have enabled max background fps in nvidia control panel so it wont run at 100% steam when on back ground. That if you have nvidia card.
GPU will max out below 100% if you have vsync turned on.
I've read elsewhere that the engine can only handle four worker threads, which could mean that the simulation is using 100% of its CPU. You can try changing the CPU bias in General -> Performance Preference to see if this helps.
My guess would be you are RAM limited (using virtual memory or swap, which pages to disk), or there is interference from another program (virus scanner? crypto malware?).
Could be a bug but I have not experienced stuttering and my specs are well below yours.