#Old save lagged than new save

9 messages · Page 1 of 1 (latest)

umbral terrace
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Hello, i find it weird. I loaded onto old save olympus map which build everything has on it. FPS dropped ~30-40 continuously. but on new map Elysium save no lags and no drops fps maxed at 240fps due my monitor 240hz refresh rate.

My PC Specs:
AMD Ryzen 9 9950x3D
NVIDIA RTX 5090
RAM 64GB
NVME 4TB PCIE 5.0

urban sand
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That is not weird that is progress.
Old map has a lot of player built stuff which all takes away small amount of performance. The new map does not have that. The new map also would have newer performance tweeks on it because it is new and there is new things to try not out in 2021 when the old map came out.
Hope that makes some sense to you.

umbral terrace
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i play solo all time.

urban sand
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Would not matter solo or with friends. New will always run better than old. A world filled with buildings and other progress will also run slow there is more for the game to to. Everything you see and do in a game has to be processed and rendered, saved. Empty world will not have that.

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Things I learned while learning how to run the Dayz Mod for Arma 2 and all game servers after that. One reason why the Dayz Mod had such bad performance, Arma 2 was not built with persistent base building in mind.

umbral terrace
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I've cleared shader cache still same results, i guess it since started on 1070 until i brought new pc.

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tomorrow i will test on new map from stratch with modified free craft see what happens.

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build exactly same as old save

chilly trench
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Icarus originally is coded to be played session based; you drop on a fresh world for each mission.
So you'd start a new prospect before lag due do delta data (changes made to the original map) really became an issue.
When they added Open World (on player request), that changed the dynamics a lot.
The map is hand-crafted and optimized. All trees / rocks / mineral nodes etc are simple objects.

When harvesting or burning down a tree, it's a change compared to the original map - delta data
When harvesting a bush, it's a change compared to the original map - delta data
When mining a rock, every single hit with your pickaxe is registered separately - delta data
When mining a mineral node, every single hit with your pickaxe is registered separately - delta data

All this delta data has to be loaded into memory
You can get rid of a decent amount of the delta data: Enable in game settings the respawn of foliage and big stones - that'll get rid of the delta data for the stones and foliage
Run a Thumper, it'll regenerate all mineral nodes in its radius - removing the delta data for those nodes
Run a Localized Terraforming Device, it'll regenerate (note: not regrow! but regenerate) the trees in its radius - removing the delta data for harvested / burnt trees

Water and power networks (and connected benches) cost CPU ticks to calculate production, storage and usage
The more extensive those networks, the more compute power needed
It's better to have multiple smaller networks than having one massive network spanning the entire map

More building pieces means more stability / structural integrity calculations
More benches means more calculations
So the bigger your base, the more compute power needed

Animals (mounts, tames) need their own calculations
The more you have in a small area, the more performance it'll cost for these calculations
Only keep the animals you need, get rid of the others (you can send mounts/tames up to space, so you can use them on another prospect)