#[SPZ2-6176] [1.0.2-rc1] Parallel Rendering seems to be out of sync with the main game loop, causing

26 messages Β· Page 1 of 1 (latest)

charred nacelle
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Hi, I just started playing on a fresh installation of shapez 2 and noticed that while navigating or even just watching the animations the rendering stutters. Enough to notice it quite strongly every few seconds. I tried all settings, lowering quality, resolution, toggling FPS limits and VSync and so on. Only disabling Parallel Rendering fixed the issue for me. It looks like the separate threads in the parallel rendering pipeline can't keep up or create too much sync-traffic with the main game loop. You might want to check the code.

Without Parallel Rendering the game currently runs a stable 144 fps on extreme settings with a RTX5080 (16GB), AMD R7 9800X3D (stock), 32 GB RAM.

Changing the other settings such as resolution, etc. only shifts the timing of the stutters but it will happen, even on lowest quality.

vale leafBOT
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Thank you for reporting this bug! Our team will review your report soon.
Feel free to add more details in follow-up messages β€” we're also scanning for duplicate reports automatically now.
πŸ“¨ There are currently 26 reports awaiting team review. Due to the high volume, it may take a little longer for us to get to yours.

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[0.0.9-rc1] Camera jerks, low fps every few seconds
Done β€’ Priority: High β€’ Fix: Version 0.0.9 β€’ Game: 0.0.9-rc1 β€’ Resolution: Cannot Reproduce

After starting a new savegame and enabling cheats, moving the camera around causes periodic freezing or low FPS every few seconds. Disabling "Parallel Rendering" in graphics settings appears to fix the issue. Multiple players have reported similar experiences, though the issue is not consistently reproducible on QA systems. The development team has identified several spike sources including TranslucentImage.Start, HUDIslandSelectionDetails, and HUDInteractionZoomManager, but no clear dependen...

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Trains are not updated in sync with simulation / camera
To Do β€’ Priority: Medium β€’ Fix: Probably Never

Trains are not updated in sync with simulation or camera movement. When holding down a camera movement key in Space View to pan the camera, Trains visibly fall back or jump ahead when frame time differences occur. This desynchronization happens both with and without parallel rendering enabled. The issue appears to be related to trains being updated at the end of the update cycle, causing them to become out of sync with camera position updates during continuous camera movement.

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Simulation causes stuttering on some systems when Simulation Threads >= ProcessorCount
Done β€’ Priority: Medium β€’ Fix: Dimension Update [0.1.0] β€’ Resolution: Done

When Simulation Threads setting is set to a value greater than or equal to the system's logical processor count, shapez 2 experiences noticeable stuttering and freezes lasting 100ms or more. This issue is more apparent on systems with lower core counts that can otherwise maintain smooth framerates. The problem occurs because the Max setting was using a fixed 32 threads regardless of system capabilities. An Auto setting that dynamically sets threads based on the actual processor count resolves...

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Main menu has heavy freezing/framerate stutter for first few seconds
Done β€’ Priority: High β€’ Fix: 1.0.1 Release (1.0 Fix 1) β€’ Resolution: Fix Verified

The main menu experiences heavy freezing and framerate stutter during the first few seconds after launching shapez 2. This was caused by a game initialization refactor during 1.0 development that broke the logic for preloading and uploading assets to the GPU. As a result, assets were being loaded during camera transitions instead of beforehand, with the first transition being the most noticeably affected. The fix restored the asset loading logic to trigger while the black overlay is still dis...

bold kelp
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Had same issue with high cpu spikes and game lagging. Tried the disabling of parallel randering and helped me too.

left mango
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Hi Complex Unit,

I'm testing this out myself and I'm seeing my performance drops when parallel rendering is disabled. What was the FPS before switching parallel rendering off? Also, are you specifically seeing performance increase, or performance stabilize? It could be a difference in our hardware, so I want to be sure I have the correct set up to follow up on this.

If possible, could you also share a save where this was improving performance?

Thank you,
Josh

charred nacelle
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I'll update this topic as soon as I am back home.

vale leafBOT
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βœ… Thank you for providing further information, our team will have a look again!

charred nacelle
# left mango Hi Complex Unit, I'm testing this out myself and I'm seeing my performance dro...

I started a fresh tutorial save and don't do much yet. Only a few operating buildings and a small amount of belts going to the Vortex. When parallel rendering is enabled I still have 144fps, but occassionally (just a few seconds or when moving around) a noticable lag spike occurs. With parallel rendering disabled, the spike doesn't occur. Maybe this changes in late game but at least in early game these spikes dampen the experience.

An easy test for me is to fill the Vortex with a few inputs and simply look at the animations of the shapes going into the Vortex.

vale leafBOT
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βœ… Thank you for providing further information, our team will have a look again!

bright orchid
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There are some issues with that CPU. The AI overview comes up with some suggestions on how to counter them.

charred nacelle
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Hmm... there are mentions of possible points I could look into. However, I'd rather not change anything on my system as every other game runs flawlessly with my configuration. I'll build up a bigger save and monitor the performance without parallel rendering. maybe I simply don't need it with my current CPU.

vale leafBOT
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βœ… Thank you for providing further information, our team will have a look again!

bright orchid
charred nacelle
vale leafBOT
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βœ… Thank you for providing further information, our team will have a look again!

bright orchid
charred nacelle
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For now it is not too big of a problem as it works perfect without parallel rendering. So far it didn't dip in performance but I am probably not one that builds all too big in classic mode.

bright orchid
charred nacelle
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Currently still an LTS of Windows 10 as I want to avoid Win11 as long as possible

bright orchid
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Ok, so not Linux.

left mango
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Thank you for the report, and as an update, we've made the notes internally on our performance tracking tickets. We have been investigating potentially having single threads being overloaded and other possible causes. While we have not been able to reproduce this specifically, linking it to a similar bug previously created.

vale leafBOT
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[SPZ2-6176] [1.0.2-rc1] Parallel Rendering seems to be out of sync with the main game loop, causing