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RimWorld => General Discussion => Topic started by: erebus2075 on February 11, 2015, 06:10:03 AM

Title: optimization: and a wish :P
Post by: erebus2075 on February 11, 2015, 06:10:03 AM
A few things:

optimization: I am sitting on a BEAST of a machine, 2x980, 32g ddr4, etc etc. and in late stages of the game when I got a BIG colony with 12+ people in it etc. I am seeing absurd drop in framerate down to a staggering 10 fps at some points o.O (when speeding the time).

The optimization is really needed for this game :)

___


now few things I wanted last time I played:
the ability to prioritize specific jobs more: as example endgame I kill all the bad guys and all my guys have priority 1 on hauling as the only priority 1 they have: now this is to remove the corpses fast so my people dont get the -150 mood because of dead bodies (which I find really silly, will get to that).
Now problem is first of: they dont prioritise the corpses, so I need to be able to set �corpse hauling Critical priority�, and the next problem only extremely few of my colonist have the mentality to move through so many corpses and not get mental breakdown shortly after, so the ability to say �only YOU are suppose to haul corpses�.
To that note I would like the be able to set permissions on doors, so only some citizens can pass through specific doors.

Now on the mood thing: I really think dead corpses courses too much bad mood... I mean if it is attackers trying to kill you at least.

Endgame my biggest problem seem to be all my people breaking mentally and trying to leave the colony o.O
they got everything they could ask for, but after every big fight, even if I take zero damage, I need to use several days putting my people in jail when they try to leave the colony or fighting them when they go berzerk, because they mentally broke down...

and there doesnt seem to be any way of countering this o.O I need a counsel office to counter these break downs :P

in short there need to be a much better way to bring up moods momentary so you can prevent people from mass breaking after every fight..

(think I had 16 people in my last run, and around 10 of them broke down after every big fight+clean up).


I just find it annoying that mental breaks are so commen and that there is no effective counter to it (I have found)
:)



Ps: I am playing with a bounch of mods now which makes it a lot more fun: the epic mod pack thing, amazing stuff :D
but I am still having these issues (actually more then before which is expected when adding more stuff and longer games ;)
Title: Re: optimization: and a wish :P
Post by: BoogieMan on February 11, 2015, 07:13:06 AM
That seems more like a fluke than an ever present problem. I've had a colony of about 50 people on a map one step up from the default and it ran just as smooth late game as when I first started.

That being said, I did go through a few periods of FPS loss and pausing but each time they were temporary. Unless it was a coincidence two times, I think it had partly to do with laying out really long sections of power lines. It was also on a map where it was always cold and snowy. Other than that one game I've never had slowdown. I have a good but aging system.

Windows 7 Ultimate 64bit
Intel Core i7 860 (2.93Ghz x4)
8GB G.Skill
ASUS P7P55D Evo
NVIDIA Geforce GTX 660 (2GB)
Samsung SSD 840 Series (256GB)
Title: Re: optimization: and a wish :P
Post by: muffins on February 11, 2015, 07:41:32 AM
Quote from: erebus2075 on February 11, 2015, 06:10:03 AMNow on the mood thing: I really think dead corpses courses too much bad mood... I mean if it is attackers trying to kill you at least.

Endgame my biggest problem seem to be all my people breaking mentally and trying to leave the colony o.O
they got everything they could ask for, but after every big fight, even if I take zero damage, I need to use several days putting my people in jail when they try to leave the colony or fighting them when they go berzerk, because they mentally broke down...

and there doesnt seem to be any way of countering this o.O I need a counsel office to counter these break downs :P

in short there need to be a much better way to bring up moods momentary so you can prevent people from mass breaking after every fight..

(think I had 16 people in my last run, and around 10 of them broke down after every big fight+clean up).


I just find it annoying that mental breaks are so commen and that there is no effective counter to it (I have found)

Create a dining room large enough to give the spacious mood bonus, then pretty it up to give the beautiful environment bonus (good sculptures and pretty floors etc), then feed your colonists either fine or lavish meals. That way everyone gets a big mood bonus every time they eat.

Also get rid of anything that causes bad thoughts (tight spaces, rock rubble, dirt/blood, too hot/cold, sharing bedroom, mountains of corpses at the front door etc)
Title: Re: optimization: and a wish :P
Post by: milon on February 11, 2015, 09:06:15 AM
Also, there was a bug where the "saw a corpse" penalty was WAY too high.  That's been fixed if you have the latest hotfix, and of course is also fixed in Alpha 9 when it comes out.
Title: Re: optimization: and a wish :P
Post by: 200Down on February 12, 2015, 06:13:56 AM
Almost thinking it's a nvidia driver thing.. same card setup here and there is some really odd fps behavior at times. With or without mods. I have never had a large base so that is probably worse. Some theories below.

1>Mods with dll's that aren't playing nicely or need processed too often or even at the same times as the core games existing heavy processing moments. You can essentially consider them mini exe's as far as mods are concerned. Imagine running 20+ more exe's every time you play the game. Yea, it's gonna have perf affects. Maybe hardly noticable, and maybe insane depending on the mod. I havn't used one that's hugely noticable yet but I'm sure there will be some eventually.

2>Mods that use dll's and change something with pawn's medical status (even the base game) in theory could TANK perf with large battles and such.

3>Mods with dlls and items that are constantly varying/changing in some way that you have placed dozens of around your base can and more than likely will affect performance at least by a small amount.

4>Too much processing needed in regards to any routing calculations at the same time. Many games have this issue.

Again just THEORIES! Don't yell at me if your mod has a dll and then point to this post. It's just the risk you take when using addition code to get your mod's changes to affect the game. It will somehow affect perf even if it's unnoticeable, it still does. So yea, fk off in advance to you people!   8)