Map preformance still not fixed. worse then before. - Explained.
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Map preformance still not fixed. worse then before. - Explained.
I used a mod to reveal the entire map, all filters off. 25 frames. before update 40.
guess im going to have to wait even longer still if ever this will be fixed.
guess im going to have to wait even longer still if ever this will be fixed.
Re: Map preformance still not fixed. worse then before.
When you say "reveal the entire map", does that mean with traffic and everything visible at all times everywhere?
I'm surprised that you get better than 10fps under such circumstances.
In any case, it makes sense that it would get worse with the update to 3.0/SV because of the new sectors, factions, and the traffic of the ships they own. More ships and sectors, means the processor has to work harder. So that's hardly surprising.
Performance for me in the 3.0 beta (haven't had a chance to play too much since 3.0 was released today) was acceptable in the map, with all sectors revealed (in the sense that I had travelled to each, so they were all listed on the map) and a fair number of satellites deployed in various locations. But even with my ships flying around and all my satellites, I doubt if more than a tenth of the ships in the galaxy were visible to my assets. I think if you use a mod that kills your performance, it's not really the games fault.
I'm surprised that you get better than 10fps under such circumstances.
In any case, it makes sense that it would get worse with the update to 3.0/SV because of the new sectors, factions, and the traffic of the ships they own. More ships and sectors, means the processor has to work harder. So that's hardly surprising.
Performance for me in the 3.0 beta (haven't had a chance to play too much since 3.0 was released today) was acceptable in the map, with all sectors revealed (in the sense that I had travelled to each, so they were all listed on the map) and a fair number of satellites deployed in various locations. But even with my ships flying around and all my satellites, I doubt if more than a tenth of the ships in the galaxy were visible to my assets. I think if you use a mod that kills your performance, it's not really the games fault.
"If I were a shadowy nemesis that wanted to strike the Protectorate where it's weakest, Pioneers space is where I'd begin."
- Delilah Shiratori
- Delilah Shiratori
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Re: Map preformance still not fixed. worse then before.
no traffic no nothing, just all sectors and station locations revealed. no ship traffic, no filters on everything disabled, turned graphics to low to bump it to 34 fps, cpu is at 13% utilization.
guess this game was made to soon, maybe with x5 will be better as unity has very good support now for utilizing multiple cores/threads and assigning jobs making massive real time simulations very performant with little performance hits.
guess this game was made to soon, maybe with x5 will be better as unity has very good support now for utilizing multiple cores/threads and assigning jobs making massive real time simulations very performant with little performance hits.
Re: Map preformance still not fixed. worse then before.
My apologies, then, I misunderstood. I'm not sure why you are having bad performance, then. Perhaps read the first post in this forum for instructions on how to report your system specs and so on, that way there will be enough information to take a proper look at it.cubebix9000 wrote: ↑Wed, 1. Apr 20, 07:30no traffic no nothing, just all sectors and station locations revealed. no ship traffic, no filters on everything disabled, turned graphics to low to bump it to 34 fps, cpu is at 13% utilization.
"If I were a shadowy nemesis that wanted to strike the Protectorate where it's weakest, Pioneers space is where I'd begin."
- Delilah Shiratori
- Delilah Shiratori
Re: Map preformance still not fixed. worse then before.
Just fyi, I don't think this game uses Unity. It's a custom engine Egosoft developed internally, as far as I know.cubebix9000 wrote: ↑Wed, 1. Apr 20, 07:30guess this game was made to soon, maybe with x5 will be better as unity has very good support now for utilizing multiple cores/threads and assigning jobs making massive real time simulations very performant with little performance hits.
"If I were a shadowy nemesis that wanted to strike the Protectorate where it's weakest, Pioneers space is where I'd begin."
- Delilah Shiratori
- Delilah Shiratori
Re: Map preformance still not fixed. worse then before.
Displaying the map, especially with everything revealed, is always going to affect performance to some extent as the game quite simply has a lot more to do. You can mitigate it somewhat by applying filters to reduce the amount it displays, and by zooming in so it's not trying to show the entire game universe, but it's never going to magically give the same framerate as flying around without the map showing.
And no, we don't use Unity!
And no, we don't use Unity!
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Re: Map preformance still not fixed. worse then before.
i know you dont use unity i meant as in as unity is creating very good support for implementing jobs/thread handling for cpu's allowing for very large and complex simulations with good performance will hopefully see other engines do the same which in turn benefit future X games.CBJ wrote: ↑Wed, 1. Apr 20, 10:20Displaying the map, especially with everything revealed, is always going to affect performance to some extent as the game quite simply has a lot more to do. You can mitigate it somewhat by applying filters to reduce the amount it displays, and by zooming in so it's not trying to show the entire game universe, but it's never going to magically give the same framerate as flying around without the map showing.
And no, we don't use Unity!
Re: Map preformance still not fixed. worse then before. - Explained.
The availability of job threads, which we do have too, doesn't magically solve all performance problems. It only helps if the thing you are trying to do can be safely separated into different threads that don't end up costing more to wrangle than you save by splitting up the task.