#[SPZ2-6316] Large FPS drops while moving a 'ready to place' rail and shape preview is en

33 messages Β· Page 1 of 1 (latest)

glad snow
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What I mean is when you have the hologram of a rail and you move your mouse around. I would make a video except I don't think it'll be below discord's stupid file size limit while having the fps be clear, so let me know if you need more info.

earnest groveBOT
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Thank you for reporting this bug! Our team will review your report soon.
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πŸ“‹ Log files help us investigate issues. You can find yours here:
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Train shape predictions cause major performance issues when rails are on-screen if the camera is close enough
Done β€’ Priority: Highest β€’ Fix: 1.0.0 Release β€’ Game: 1.0.0-alpha4-rc1 β€’ Resolution: Fix Verified

Shape Previews on trains cause major performance drops when rails are visible on-screen and the camera is zoomed in close enough. The issue is triggered by viewing or connecting rails while shape previews are enabled, causing stuttering and frame rate loss. Zooming out slightly significantly improves performance. Profiling indicated the issue is related to the ValidateCluster method rather than train navigation predictions. The expected behavior is that rail visibility and placement should no...
πŸ’¬ Threads: [1.0.0-A4-RC1] Train shape previews pass

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Game freezes while doing train-related placement actions (and possibly from just holding train related platforms) with predictions on with the supplied save file
Done β€’ Priority: Critical β€’ Fix: 1.0.0 Release β€’ Game: 1.0.0-beta4 β€’ Resolution: Fix Verified

The game freezes indefinitely when performing placement actions related to trains with Shape Previews enabled. Specifically, moving a held Wagon Loader into the same position where a previous Wagon Loader was connected to a Rail and then undone can cause the game to become permanently unresponsive. The freeze may also occur when holding train-related Space Platforms and moving over Rail. No error appears in the log file. This issue does not appear when Shape Previews are turned off, and it ha...
πŸ’¬ Threads: [1.0.0-beta4] Game freezes randomly

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Major slowdown can occur when moving held machines over pipes
To Do β€’ Priority: High β€’ Fix: None β€’ Game: 1.0.0-RC2

A major slowdown occurs when moving a held machine (such as a Conveyor Belt) over Pipes on a Space Platform. The issue is triggered by Shape Previews being recalculated as the cursor passes over the Pipes, causing significant performance degradation. Belt Filters appear to generate many false positives in their predictions, and Pipe Gates sometimes fail to display Shape Previews when two fluids could potentially meet. The reporter suggests disabling Shape Previews after Belt Filters and Pipe ...
πŸ’¬ Threads: [1.0.0-rc2] simply waving a possible blu

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Predictions still produce lag spikes
Done β€’ Priority: High β€’ Fix: 4 - Early Access β€’ Game: 0.0.0-alpha23.1 β€’ Resolution: Done

Shape Previews still cause significant performance issues and lag spikes when dragging items around in the game. The problem is triggered by having very long Space Belts (around 4000 tiles) in the Savegame, which generates excessive garbage collection taking 60ms even without deep profiling. When the Space Platform with the long belt is in view, the game becomes unplayable due to the preview calculation overhead. The lag is severe enough to make normal gameplay impossible when these condition...

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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.

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Improve Blueprint Placement Performance
Done β€’ Priority: Critical β€’ Fix: 1.0.0 Release β€’ Resolution: Done

Placing large blueprints causes severe FPS drops, tanking to around 10 FPS, especially when fluid machines are involved. The issue occurs with blueprints containing close to 350 machines and is noticeable at minimum graphics settings and above. The root cause is that placement logic performs too many expensive computations simultaneously while moving a blueprint, including shape previews, placement rule checks, and placement map layout updates, generating excessive garbage. The proposed solut...

glad snow
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it could be any train-thing. does this with locomotives and wagons too

glad snow
# earnest grove

it's not this; this one is fixed, plus it doesn't appear rails have to be on screen and zoomed close enough (I did the same zoomed out on an empty part of the map)

grim tundra
glad snow
earnest groveBOT
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βœ… Thank you for providing further information, our team will have a look again!

earnest groveBOT
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[1.0.3-rc3] [⚠️ MODDED] Large FPS drops while moving a 'ready to place' rail and shape preview is en

glad snow
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Large FPS drops while moving a 'ready to place' rail and shape preview is en

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no shapez bot it's not the mod

grim tundra
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Nope. I have a personal save that is a similar size.

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With no issues.

glad snow
grim tundra
glad snow
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:3

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yeah I've already decided to bother making the shape from scratch rather than looking for a natural one

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low priority bug?

grim tundra
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Most likely. I think the amount of locomotives you are using is excessive πŸ˜‰

glad snow
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true

grim tundra
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Not sure if it counts as a bug yet. Asking. It's weird that shape previews are being affected by a rail that isn't even connected to anything.

glad snow
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if only someone would math out the amount of trains you need per rail for the perfect amount of trains for throughput

glad snow
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but why would unconnected locomotives cause so much lag when placing things, wouldn't that be a bug?

grim tundra
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Sometimes there are limitations.

earnest groveBOT
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🎫 Many thanks for reporting this issue! We have created an internal ticket for further investigation and will keep you updated. The internal ticket ID is SPZ2-6316 for reference. If you want to provide further information, just comment on this thread.