#Performance issue during storms

1 messages · Page 1 of 1 (latest)

hybrid pawn
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I have a fairly large open world on Prometheus built in the snow. Just ran into major performance drops due to the "snow accumulation" mechanic. Conservatively, there are 400 roof/ floor pieces subject to snow and it goes from solid 60FPS+ to about 15 and pegs the CPU. Are there any suggestions to reduce the impact? Other than just not building of course... That defeats the point of open world IMHO.

As soon as storms are over, performance goes back immediately.

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As a side note, I am not sure if this is intended, coincidence, or just a bug.
Sloped roofs, once the initial "dusting" is on do not seem to create as much of a performance hit. Is this relegated strictly to flat surfaces where accumulation is repeatedly calculated?

lost whale
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  1. Your house is really big.
  2. The more built, the more FPS drops for everyone. FPS is determined = time spent by CPU+GPU. Some CPU calculations can happen at the same time as GPU calculations, some cannot. The last part of the CPU calculations also affects the CPU. This is an objective process.
  3. You didn’t say anything about your Spec, what CPU and GPU you have, how much Ram etc. For example, I have a weak CPU, so as construction progresses, FPS drops significantly.
  4. During bad weather, FPS drops for everyone. Even on top config.
hybrid pawn
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FPS is never an issue outside of storms. CPU and GPU rarely peg outside of the storm. Identically large structures elsewhere on the map do not create this lag. This is strictly associated with the snow load calculations for dynamic snow on structures.

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Even if I enable fly mode and look at the structure during a normal day, there is no performance impact though GPU load does increase. '

radiant wren
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Are you able to DM me your prospect file and I can get it looked at internally?

hybrid pawn
hybrid pawn
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Information sent over.
Also sent over some CPU and GPU logging

hybrid pawn
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@radiant wren I just noticed something new in this save.

Delays in the stability calcs where on load, some of the tallest parts of the towers were not calculating correctly until a block was placed, then it processed.

It's also possible that it's trying to calculate interior spaces for weather effects.

Do you think the calc has to process through the entire structure? Would it likely improve performance breaking the structure into different units so updates are limited to one structure?

These are questions that came up after a series of experiments changing roof tiles and dividing structures up in the latest version of this file. I can send if you like, granted it's also possible for you guys to break it up however you like for more controlled testing.

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An example of stability calc issues. The top 3 or 4 pieces would go into the collapse animation on load. Then after updating the area with a new piece or even a chest it would recalc and be good to go. I also noticed the entire side of the final and highest tower would be solid red then after a few minutes go blue or green.

Very interesting issues that clearly are caused by pushing the limits.

Open world is awesome so I'm sure there will be many others to run across this in the future.

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For ambition context, I was the one that accidentally found out the rounding limit for triangle pieces in rust lol, where you could place so many triangles for hexagonal or 12 sided base walls, that square foundations would no longer line up. So I love exploring the limits.

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Those are about all the notes I found breaking things up and trying different configurations

radiant wren
hybrid pawn
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Affirmative. That's a brilliant way to spread out the calc loads.