Focus on Performance

Started by ttgg, October 13, 2016, 07:24:12 PM

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ttgg

My only real suggestion is to take time-off from adding features, and focus solely on improving performance.

The performance problems applies mostly to big colonies and big maps. I honestly don't see the appeal of playing on anything other than the biggest size maps, as you run into resource problems extremely fast, but performance is also a problem on smaller maps when you start having 10+ colonists.

If I'm wrong in assuming that a game of this technical caliber should run better, then please explain how.

Alenerel

Thats not how it works. Performance and optimization is the last thing to do in a game unless its really game breaking and since you can play in a normal map with 10 guys thats not game breaking.

Remember that its still in early access/alpha.

ttgg

#2
Quote from: Alenerel on October 13, 2016, 07:50:33 PM
Thats not how it works. Performance and optimization is the last thing to do in a game unless its really game breaking and since you can play in a normal map with 10 guys thats not game breaking.

That's not what I see in other successful Early Access games, like Rust, Kerbal Space Program and Subnautica. They've been doing optimization passes every now and then to keep the game playable. Sure, this game is "playable" if you play with tiny maps and limit your population greatly, but it suffers from terrible FPS drops at high colonist count or map size. Playing on small maps with 10 or below colonists gets old fast, and in my opinion the dev should focus more on bigger scale maps and populations.

Quote from: Alenerel on October 13, 2016, 07:50:33 PM
Remember that its still in early access/alpha.

And it has been for years. In my opinion, it's about time for some optimization. There's already plenty of features, and modders continue adding more.

Alpha393

300 map size, lag only becomes an issue when I have 20 or so colonists and have built over about half the map. And I'm using a Mac to run the game. This is very much a 'you' problem. Try cranking down whatever settings you can, including world size.

Also, Kerbal space program has a reputation for killing computers. It needs optimization passes to remain above 5 fps average.

Element4ry

From my experience in KSP (since 0.14) optimization had some fluctuation until 0.18 and since then, it works pretty much all the same with very minor improvement after switching to Unity 5. So I can't really tell anything about "optimization passes" if there really was any.
Don't know about Rust too much as I don't read dev blogs of it, but I can tell, I didn't noticed any significant improvement after any of patches that was released. It works with more-less steady since... hell, it was 2014 I think? Since then only number of crashes to desktop per hour increasing.
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sadpickle

I tend to play second-from-largest maps, and I only get slowdown when there's a lot of animals/pawns on the screen at the same time. Or a huge fire. Rimworld is surprisingly well optimized, I -think-, but I have a pretty durable rig. Playing this game on a potato would hurt, but anything sucks on a potato. Except butter, and sour cream, and bacon bits... mmm bacon...

You know what game needs some serious optimization: Space Engineers. I'm about fed up with that wonky mess. Years have passed and basic, indispensable things like Rotors and Pistons still don't work. YEARS . If Tynan had ignored things like pathfinding for years, this game would never have gone anywhere.

skullywag

You dont want to start optimising until you have as much of the code in as possible otherwise you are just building technical debt.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Alenerel

Quote from: skullywag on October 14, 2016, 06:32:13 AM
You dont want to start optimising until you have as much of the code in as possible otherwise you are just building technical debt.

This. On a metaphor, you first build, then clean the mess. If you clean while building you are going to clean things that are going to get dirty again.

jmababa

#8
Quote from: ttgg on October 13, 2016, 08:12:57 PM
Quote from: Alenerel on October 13, 2016, 07:50:33 PM
Thats not how it works. Performance and optimization is the last thing to do in a game unless its really game breaking and since you can play in a normal map with 10 guys thats not game breaking.

That's not what I see in other successful Early Access games, like Rust, Kerbal Space Program and Subnautica. They've been doing optimization passes every now and then to keep the game playable. Sure, this game is "playable" if you play with tiny maps and limit your population greatly, but it suffers from terrible FPS drops at high colonist count or map size. Playing on small maps with 10 or below colonists gets old fast, and in my opinion the dev should focus more on bigger scale maps and populations.

Quote from: Alenerel on October 13, 2016, 07:50:33 PM
Remember that its still in early access/alpha.

And it has been for years. In my opinion, it's about time for some optimization. There's already plenty of features, and modders continue adding more.

Its just you I can run game fine in highest map 15 colonist in game a dozen mods too. are you running the game in a single core PC or in 1GB memory PC or lastly are you running this game in windows 10. do not do this 3 its game breaker for most games

Edit: This game is made for Windows 7 & 8 only not recommended for windows 10

night777

Performance is pretty good. This is especially true since A15 where massive optimizations took place. You are in a tiny minority of the player base who is playing 20++ colonists for long periods of time. Your computer is too old if you're lagging with 10-20 colonists on large maps in A15. Mow some lawns for cash =)~