#[1.0.3-rc3] Massive drop in frame-lows after 30-40 minutes of playing

27 messages Β· Page 1 of 1 (latest)

orchid gate
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After playing for a while, the FPS-lows suddenly starts tanking, this is especially evident when the camera is moving, as even though the average frame rate is fine, ~110 or so, it is very choppy. It is hard to record it, but I tried to record at 120 fps and it think it shows up a little bit.

urban ravineBOT
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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 68 reports awaiting team review. Due to the high volume, it may take a little longer for us to get to yours.

πŸ’Ύ Savegame files (.spz2) are very helpful if relevant to the issue!
Export via Main Menu β†’ Play β†’ click the download icon on the relevant savegame.
You can also find them here:
β€’ Linux: $XDG_CONFIG_HOME/unity3d/tobspr Games/shapez 2/

urban ravineBOT
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Mono RAM continuously climbs then periodically drops, causing severe low 0.1% fps events
To Do β€’ Priority: High β€’ Fix: None

Mono RAM continuously climbs over time and then periodically drops sharply, causing severe low 0.1% fps events. This can be observed by enabling debug charts and the performance chart legend, then waiting for the cycle to occur. The repeated pattern suggests a hidden garbage collection event is being triggered when memory reaches a threshold. The expected behavior is that Mono RAM remains stable without forcing garbage collection, avoiding the associated performance hitches.
πŸ’¬ Threads: mono ram is constantly climbing and then

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Console errors when leaving game
Done β€’ Priority: Medium β€’ Fix: OLD Early Access β€’ Resolution: Won't Fix

A player on Alpha 15.2 encountered console errors when using the save and leave function after starting a new save file. The error log shows a savegame version mismatch where the background savegame version was below the minimum supported version, event unregister failures during HUD disposal, and DOTween animation callback errors. The errors appeared in the console but did not cause actual gameplay issues or prevent the game from functioning. The issue could not be reproduced by developers, ...

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<color=#0099bc><b>DOTWEEN β–Ί </b></color>Target or field is missing/null () β–Ί
Done β€’ Priority: Critical β€’ Fix: None β€’ Game: 0.0.9-rc7 β€’ Resolution: Done

Game crashes when attempting to load a Hexagonal scenario Savegame on Linux and Windows. The crash is triggered by a missing Shape definition for ShapeId #1478 ('CuCuCu--') which causes game initialization to fail. This results in DOTween animation callback errors as UI tweens attempt to execute against an uninitialized game state. The issue was reported fixed in Steam version 0.1.1 where the Savegame loads successfully without crashes or errors.

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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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Lower spec machines are having consistent stutters for larger save files
Done β€’ Priority: Highest β€’ Fix: 1.0.0 Release β€’ Game: 1.0.0-A3-A5 β€’ Resolution: Fix Verified

Large savegames with high structure counts cause consistent stuttering and momentary pauses on lower-spec systems. This is triggered by a reactive simulation slowdown mechanism that reduces simulation speed to maintain ~30 FPS when the system cannot handle the savegame size. While it achieves a relatively stable average frame rate, the non-adaptive implementation produces highly unstable frame times, resulting in visible regular hitches in gameplay. Higher-spec systems show no stuttering even...
πŸ’¬ Threads: [1.0.0-A5-RC2] Stutters at high building

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Massive performance issues (possibly due to fluid predictions)
Done β€’ Priority: Highest β€’ Fix: 4 - Early Access β€’ Resolution: Done

The game experiences severe performance issues including massive lag, FPS drops, and complete freezing that occurs suddenly during gameplay. The issue appears to be related to fluid Shape Previews on Conveyor Belts. The performance degradation is so severe it makes the game uncomfortable or unplayable. Multiple users have reported this same issue. A temporary workaround exists by switching to simple prediction mode, though this reduces the accuracy of fluid predictions.

mortal bloom
orchid gate
urban ravineBOT
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βœ… Thank you for providing further information, our team will have a look again!

mortal bloom
urban ravineBOT
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[SPZ2-6176] [1.0.3-rc3] Massive drop in frame-lows after 30-40 minutes of playing

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πŸ” This bug report has been marked as a duplicate of SPZ2-6176: Mono RAM continuously climbs then periodically drops, causing severe low 0.1% fps events

Mono RAM continuously climbs over time and then periodically drops sharply, causing severe low 0.1% fps events. This can be observed by enabling debug charts and the performance chart legend, then wai…

Please refer to that ticket for updates.
If you believe this was incorrectly flagged, run /reopen-bug and we will have a look again!

Threads linked to this issue:

mortal bloom
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That is what you are referencing?

orchid gate
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Based on the description it sounds like something that should happen repeatedly. This happens once, the fps craters and stays that way until the game is closed. I will check out the debug menu you are referring to when I next get a chance to ASsalute

mortal bloom
urban ravineBOT
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[1.0.3-rc3] Massive drop in frame-lows after 30-40 minutes of playing

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πŸ”— This bug has been unlinked from our internal JIRA report SPZ2-6176. We will now have a second look at it.

mortal bloom
orchid gate
urban ravineBOT
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βœ… Thank you for providing further information, our team will have a look again!

urban ravineBOT
urban ravineBOT
orchid gate
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I think I have figured out the cause of this. It seems to be a known issue with using gamescope, as seen here: https://github.com/ValveSoftware/gamescope/issues/697#issuecomment-2564875728
If I run the game without gamescope then the 30-40 minute framedrop does not occur.
Sorry for wasting your time when it wasn't even an issue with the game itself :D

GitHub

This is an odd one. For some reason, title happens. Up until that point, the game runs flawlessly, constant 60 FPS, no drops, no stutters, nothing. It's buttery smooth. But CONSISTENTLY after a...

mortal bloom