#[0.1.1] Performance drops at close zoom

13 messages · Page 1 of 1 (latest)

obtuse coral
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When zooming in on the factory, FPS drop noticeably even though both CPU and GPU usage remain low.
Zooming out restores performance, even though the same part of the factory is still visible.

The issue becomes most apparent when many conveyor items, pipes, and power lines are on screen at once.

This looks like a draw call bottleneck – each conveyor item, pipe, or fluid segment seems to be rendered individually.
GPU load remains fairly low (e.g. ~30–40 %), yet FPS fall significantly, which strongly suggests the rendering pipeline is the limiting factor.
Overdraw from overlapping transparent layers (pipes or delivery indicator for example) may also contribute, but the main problem seems to be excessive draw calls.

The performance issues at close zoom do not appear to be caused by raw GPU or CPU limits, but rather by the rendering pipeline being overwhelmed with too many draw calls.
Implementing or improving instancing or batching could significantly improve performance.

Hardware:
GPU: RTX 4070 Ti SUPER
CPU: Ryzen 7 9800X3D
RAM: 32 GB DDR5 6000MT/s
Resolution: 2560×1440 @ 165 Hz
FPS Limit: 120
OS: Windows 11 Pro
Game version: 0.1.1

Attachments: 2 Save Files, 2 screenshots
In the larger save files, the performance drops occur on most platforms, but they are most noticeable at the MAMs.
In the smaller save files, the performance drops occur mainly at the vortex.

fierce stirrup
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Is your SSD perhaps overloaded? The game also likes to use virtual memory! This is slow if the SSD is overloaded. (Just a thought.)

obtuse coral
fierce stirrup
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While playing, could you check for me how much memory is allocated in the task manager?

obtuse coral
fierce stirrup
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Thanks, now I can't add anything meaningful.

obtuse coral
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Too bad

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I'm afraid it might be due to too many draw calls. This can be reduced with instancing and batching, but since the game was written in Unity, there are also engine-specific issues. I don't know enough about it to be able to pinpoint it with sufficient expertise.

pliant lake
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Thank you for your report @obtuse coral ! 😄 Apologies for the delayed response

We're currently running some performance testing on all iterations of the game to check the status of it. Upon our findings it seems that saves close to 1.5m buildings tend to drop FPS significantly. I'll add your save to our testing database to monitor the situation

obtuse coral
# pliant lake Thank you for your report <@285653394201509888> ! 😄 Apologies for the delayed r...

I'd like to mention one more possibility: overdraw. Due to the added layers and their potential transparency and overlap, pixels may have to be drawn multiple times, which simply becomes too frequent, resulting in a performance drop.

It could also be a shader compile stutter.

Even with just a few buildings, FPS drops can occur.

It's to be expected that with 1.5 million buildings, FPS drops would quickly occur, as a lot of calculations have to be done.

And if you'd like, I can also provide a newer version of my save game. Despite performance issues, I won't let myself be deterred from expanding my factory.

static tartan
obtuse coral
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Here’s the larger save.
It’s grown from about 3 MB to 13.4 MB, but the number of buildings has also increased by roughly four times.
Note: The loading time is quite long, and shapez 2 may appear unresponsive for a while during loading — that’s normal and will resolve itself once the save has fully loaded.

For performance reasons, the camera is parked at the vortex. However, as soon as you start looking at structures, the FPS drop rapidly. In this save, I get around 20–40 FPS when looking at structures.

static tartan