#FPS drop in solo gameplay vs dedicated servers

4 messages · Page 1 of 1 (latest)

mint pewter
#

Hello,

When I play the game in solo mode, I usually do not get more than 50 fps constant, with huge drops in the forests around 35 fps.

When I play on a dedicate server, regardless the map, over 60 fps is normal and never goes lower than that.

Do you know any fix for this?

N.B. I haven't built an empire in solo mode with lots of buildings. Just a medium sized base.

Thank you.

humble karma
#

The best solution is to move your prospect to the Dedicated Server.

Lots of building pieces is a cause for performance degradation.
As are mined nodes, cut or burnt trees, mined rocks etc.

Basically every change you make on the map causes so-called Delta Data.
This Delta Data accumulates over time, causing performance degradation.

To combat this, run Thumper to regenerate mined nodes in it's area of influence (beware the local wildlife), run Localized Terraforming Device to regenerate trees in its area of influence, enable foliage respawn and big rock respawn (in the game settings).
Keep your buildings sensible sized (more building pieces need more structural stability calculations), keep your power and water networks sensible sized (every producer, consumer and storage device needs extra compute power to calculate the production, consumption and the effects in storage of power and water).
Don't accumulate too many tames in one location (their food and water levels as well as their pathing all cost compute power).

Running the prospect on a Dedicated Server splits the computer load between the server and the client.
That's why you generally have better performance when running the prospect on a DS.

mint pewter
humble karma
#

Almost every week performance tweaks are being put in place.

Keep in mind, the game was initially coded to be played session based (fly up after each mission and start with a fresh map the following mission) - the game wasn't coded to be played in Open World. When playing session-based, the mission timer generally runs out before performance becomes too much of an issue.
Open World was added later on as player request.

The way the game is coded is optimized for session-based playing; they'd need to recode a pretty big chunk of the game to make it more open world oriented.
And that's gonna cost a pretty penny...