#[SPZ2-6459] [1.0.3-RC3] Very bad performance on large save game when hardware usage is well under 10

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paper river
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I'm late into a normal difficulty save trying to scale production to level up my operator level to buy out the store, but as I go on my FPS and simulation speed has dropped significantly (15-20FPS fully zoomed in, 8-10FPS fully zoomed out). My hardware usage is well under 100% by every metric I can find, so the game should have enough headroom to run faster, but it does not.

I have turned graphics to low, simulation details to now, turned off shape previews, turned on parallel rendering and set simulation threads to 16, but nothing has meaninfully improved performance

Edit: I forgot to add my PC specs
CPU: 7800x3d
GPU: 7900xt
RAM: 64gb DDR5 6000 CL30
Boot SSD: corsair MP600 1tb
Game SSD: crucial T500 4tb

uneven ruinBOT
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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 โ€” we're also scanning for duplicate reports automatically now.
๐Ÿ“จ There are currently 51 reports awaiting team review. Due to the high volume, it may take a little longer for us to get to yours.

uneven ruinBOT
uneven ruinBOT
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Lower spec machines are having consistent stutters for larger save files
Done โ€ข Priority: Highest โ€ข Fix: 1.0.0 Release โ€ข Game: 1.0.0-A3-A5 โ€ข 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...
๐Ÿ’ฌ Threads: [1.0.0-A5-RC2] Stutters at high building

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There is a significant drop in performance when getting within a certain distance of a machine platform in machine view
To Do โ€ข Priority: High โ€ข Fix: Post 1.0

Performance drops significantly when the camera gets within a certain distance of a Machine Platform while in Machine View. The issue does not occur at the same position when in Space View. The reporter set graphics to minimum to rule out graphics settings as a cause. A follow-up investigation could not reproduce the original issue but identified a potential performance drop in Machine View tied to machine audio. The bug may be system-dependent and requires further profiling using the perform...

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Massive performance issues (possibly due to fluid predictions)
Done โ€ข Priority: Highest โ€ข Fix: 4 - Early Access โ€ข 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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Mono RAM continuously climbs then periodically drops, causing severe low 0.1% fps events
To Do โ€ข Priority: High โ€ข 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.
๐Ÿ’ฌ Threads: mono ram is constantly climbing and then

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Long space belts cause consistent drops in performance
To Do โ€ข Priority: Highest โ€ข Fix: Post 1.0 โ€ข Game: 0.1.1

Long Space Pipes cause consistent performance drops, including FPS dips and spikes on the performance graph. This can be reproduced in Classic Mode on a Regular scenario by placing long Space Pipes away from The Vortex. Each long Space Pipe produces a visible spike, whereas long Space Belts do not cause the same impact. The issue also severely affects Manufacture Mode gameplay. A related report suggests shapes moving slowly in parts of the factory may be connected to this problem.
๐Ÿ’ฌ Threads: [1.0.3-rc3]Shapes move slow in some part

grave canopy
paper river
uneven ruinBOT
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โœ… Thank you for providing further information, our team will have a look again!

paper river
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DSP works around it by severely cutting off simulation detail (not sure exactly how, but you can easily notice it happening) when leaving a planet

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it causes the small annoyance of taking a few seconds to load everything in when you approach a planet, but it essentially fixes the performance issue

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I feel like they just keep track of bulk power generation, bulk power consuption and the factory itself is reduced to resources teleporting from ore extractors to processing machines and then to storage/labs/logistics towers

grave canopy
paper river
uneven ruinBOT
#

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