FPS with high vision coverage

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Ramokthan
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FPS with high vision coverage

Post by Ramokthan »

First of all this is not a ask for help or support HTread, i just want to share my experiences.

Maybe this is known, but if you have a high vision coverage over the galaxy, regardless if its a very dense satellite network or modded radar range the FPS drops very low (~4-5 FPS).

This is even the case if you do not have your map opened, so all "seen" entities should not render anyway.

I understand this can really be an unsolvable issue while map open, but while map is not open i don't see a reason why a high vision coverage which is only seen by opening the map would impact FPS so much in first person.

If my specs matter:
I7 7700k
RTX 2080
2 TB M.2 SSD (for the game)
16 GB Ram
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MakerLinux
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Re: FPS with high vision coverage

Post by MakerLinux »

Ramokthan wrote: Sun, 19. May 19, 21:09Maybe this is known, but if you have a high vision coverage over the galaxy, regardless if its a very dense satellite network or modded radar range the FPS drops very low (~4-5 FPS).
What is that? What is it that you specifically call "high vision coverage"? Having many satellites? Advanced or regular? How many, 100? 200? 1000? More?
Are the satellites the real culprits? If you remove them, FPS rise to normal? Have you tried it?
Brazilian Linux-only user living in Poland, https://steamcommunity.com/id/patolinux on Steam. PC I use for playing: Ryzen 7 7800X3D with 64 GB 6GHz DDR5 CL30, AMD Radeon RX 7900 XTX, ArchLinux on KDE 6 Wayland
Controllers: steam controller via sc-controller or HOTAS set: Saitek X52 Pro + MFD F-16 + G29 pedals.
VR headset: Valve Index & Meta Quest 2. My other PC: Steam Deck OLED with nReal AIR AR headset
Bozar69
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Re: FPS with high vision coverage

Post by Bozar69 »

MakerLinux wrote: Mon, 20. May 19, 03:35
Ramokthan wrote: Sun, 19. May 19, 21:09Maybe this is known, but if you have a high vision coverage over the galaxy, regardless if its a very dense satellite network or modded radar range the FPS drops very low (~4-5 FPS).
What is that? What is it that you specifically call "high vision coverage"? Having many satellites? Advanced or regular? How many, 100? 200? 1000? More?
Are the satellites the real culprits? If you remove them, FPS rise to normal? Have you tried it?



I had 80%-90% of all stations and gates visible with satellites and fps went up quite a bit after i removed them all. I have no data or numbers recorded as far as fps or how many satellites, but it went from really bad to playable as I took them down.
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MakerLinux
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Re: FPS with high vision coverage

Post by MakerLinux »

Bozar69 wrote: Mon, 20. May 19, 04:54
MakerLinux wrote: Mon, 20. May 19, 03:35
Ramokthan wrote: Sun, 19. May 19, 21:09Maybe this is known, but if you have a high vision coverage over the galaxy, regardless if its a very dense satellite network or modded radar range the FPS drops very low (~4-5 FPS).
What is that? What is it that you specifically call "high vision coverage"? Having many satellites? Advanced or regular? How many, 100? 200? 1000? More?
Are the satellites the real culprits? If you remove them, FPS rise to normal? Have you tried it?
I had 80%-90% of all stations and gates visible with satellites and fps went up quite a bit after i removed them all. I have no data or numbers recorded as far as fps or how many satellites, but it went from really bad to playable as I took them down.
How did you remove them? In-game, going through each one, disabling them and collecting them, or via editing the savegame? After how long/how far in the gameplay the decrease in FPS became noticeable (you can see the "game hours" in the menus).
I am trying to make questions the developers would make. They can't work with only a general description. They need every little detail, and a non-modified savegame file to inspect. I am just a player as you, but I want to contribute to make the game as bug-free as possible, so I urge you to come up with an appropriate description with a savegame, and the number of satellites activated and deactivated is crucially important, as are for you to say your PC specs as comprehensively as you can.
Brazilian Linux-only user living in Poland, https://steamcommunity.com/id/patolinux on Steam. PC I use for playing: Ryzen 7 7800X3D with 64 GB 6GHz DDR5 CL30, AMD Radeon RX 7900 XTX, ArchLinux on KDE 6 Wayland
Controllers: steam controller via sc-controller or HOTAS set: Saitek X52 Pro + MFD F-16 + G29 pedals.
VR headset: Valve Index & Meta Quest 2. My other PC: Steam Deck OLED with nReal AIR AR headset
Tomonor
EGOSOFT
EGOSOFT
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Re: FPS with high vision coverage

Post by Tomonor »

Bozar69 wrote: Mon, 20. May 19, 04:54 I had 80%-90% of all stations and gates visible with satellites and fps went up quite a bit after i removed them all.
That's... Not how it should work.
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Ramokthan
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Re: FPS with high vision coverage

Post by Ramokthan »

What is that? What is it that you specifically call "high vision coverage"? Having many satellites? Advanced or regular? How many, 100? 200? 1000? More?
I wrote that! Jeez read...

IS DOES NOT MATTER if the vision coverage is achieved by satellites or modded radar range.
So it is not a satellite object amount issue but the vision of a lot of things in the universe at the same time causes it.

Regards
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MakerLinux
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Re: FPS with high vision coverage

Post by MakerLinux »

Ramokthan wrote: Mon, 20. May 19, 17:07
What is that? What is it that you specifically call "high vision coverage"? Having many satellites? Advanced or regular? How many, 100? 200? 1000? More?
I wrote that! Jeez read...

IS DOES NOT MATTER if the vision coverage is achieved by satellites or modded radar range.
So it is not a satellite object amount issue but the vision of a lot of things in the universe at the same time causes it.

Regards
Ok, but how did you get to this conclusion then? Which specific tests did you make, how? And the screenshots and savegame, will you provide them? Remember, if the devs cannot reproduce they also cannot fix it.
Brazilian Linux-only user living in Poland, https://steamcommunity.com/id/patolinux on Steam. PC I use for playing: Ryzen 7 7800X3D with 64 GB 6GHz DDR5 CL30, AMD Radeon RX 7900 XTX, ArchLinux on KDE 6 Wayland
Controllers: steam controller via sc-controller or HOTAS set: Saitek X52 Pro + MFD F-16 + G29 pedals.
VR headset: Valve Index & Meta Quest 2. My other PC: Steam Deck OLED with nReal AIR AR headset
lordmuck
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Re: FPS with high vision coverage

Post by lordmuck »

its not really a visual thing. The AI / NPC and all them thousand? of ships even tho you are not seeing them or they are not seen on the map, are still there doing there thing / being calculated even if there is no physical mesh. The AI needs to know where each ship is and what its doing.
Imperial Good
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Re: FPS with high vision coverage

Post by Imperial Good »

This might be the result of the radar view having to draw a lot of icons?

In any case for map performance one can restore it by disabling player and allied orders. The order lines seem to be very resource intensive to draw.
Ramokthan
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Re: FPS with high vision coverage

Post by Ramokthan »

The EASIEST way to reproduce is simply mod the radar range of your ships by kinda 20 times and place a ship in every sector.

Kinda the more vision coverage you have the less FPS, even if you dont have opened the map.

I dont think its an Drawing icons issue since if you dont have opened the map there are no icons drawn.

But i did not test it on a brand new game, but on a savegame with around 30 hours playtime, maybe there are a bit more NPCs flying around then at start.

And i am supplying shipyards with resources so me and the AI can actually build ships.
SirNukes
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Re: FPS with high vision coverage

Post by SirNukes »

X3 had a similar problem, where 2-3x more complex fight scripts were run for combat in sectors where the player had a satellite or other asset. It sounds like X4 has a much more severe case of using more complex simulation code for ships in radar range of your assets.
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MakerLinux
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Re: FPS with high vision coverage

Post by MakerLinux »

Ramokthan wrote: Mon, 20. May 19, 20:41 The EASIEST way to reproduce is simply mod the radar range of your ships by kinda 20 times and place a ship in every sector.
...you're not getting me, right?

First: modding the game is not an argument, because as the bug reporting rules go (from the beta participation), they clearly state that the game must be unmodified. If multiplying the reach of satellites by 20 might seem reasonable to you, only Egosoft has access to the whole code (not only the scripting part) to say that. And they are saying no mods, so to get them engaged on fixing the bug, no mods.

Second: the developers do not have access to your computer, they cannot read your mind, they cannot magically see you playing. So you have to give very detailed, step-by-step instructions on how to reproduce your problem. (in one of my bug reports, I even recorded a video of the problem)

Third: if you have this happening right now in your unmodified game, why the resistence in providing a savegame? They will not use it for "malicious purposes" or something.

I am trying to make your report useful! Do you see a problem? Yeah, it seems legit! I want it fixed because I also play the game. But you insist on giving the most general and unapproachable description.
Unless what you want is only to vent your frustration and not to improve your own gameplay.
Come on, man! Try and be cooperative. Detailed descriptions with screenshots. Unmodified savegame file. Preferrably in the beta forum.
Brazilian Linux-only user living in Poland, https://steamcommunity.com/id/patolinux on Steam. PC I use for playing: Ryzen 7 7800X3D with 64 GB 6GHz DDR5 CL30, AMD Radeon RX 7900 XTX, ArchLinux on KDE 6 Wayland
Controllers: steam controller via sc-controller or HOTAS set: Saitek X52 Pro + MFD F-16 + G29 pedals.
VR headset: Valve Index & Meta Quest 2. My other PC: Steam Deck OLED with nReal AIR AR headset
Buzz2005
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Re: FPS with high vision coverage

Post by Buzz2005 »

MakerLinux wrote: Tue, 21. May 19, 08:24
Ramokthan wrote: Mon, 20. May 19, 20:41 The EASIEST way to reproduce is simply mod the radar range of your ships by kinda 20 times and place a ship in every sector.
...you're not getting me, right?

First: modding the game is not an argument, because as the bug reporting rules go (from the beta participation), they clearly state that the game must be unmodified. If multiplying the reach of satellites by 20 might seem reasonable to you, only Egosoft has access to the whole code (not only the scripting part) to say that. And they are saying no mods, so to get them engaged on fixing the bug, no mods.

Second: the developers do not have access to your computer, they cannot read your mind, they cannot magically see you playing. So you have to give very detailed, step-by-step instructions on how to reproduce your problem. (in one of my bug reports, I even recorded a video of the problem)

Third: if you have this happening right now in your unmodified game, why the resistence in providing a savegame? They will not use it for "malicious purposes" or something.

I am trying to make your report useful! Do you see a problem? Yeah, it seems legit! I want it fixed because I also play the game. But you insist on giving the most general and unapproachable description.
Unless what you want is only to vent your frustration and not to improve your own gameplay.
Come on, man! Try and be cooperative. Detailed descriptions with screenshots. Unmodified savegame file. Preferrably in the beta forum.
covering the whole universe with satellites slows the game down, this is known by devs and players since 1.0
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
Lazerius
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Re: FPS with high vision coverage

Post by Lazerius »

MakerLinux wrote: Tue, 21. May 19, 08:24 ...you're not getting me, right?
His very first line in his very first post on this thread was:
First of all this is not a ask for help or support HTread, i just want to share my experiences.
He is very aware that If he wanted to do what you're suggesting, he would have put this in the bug forum. He's not asking for help, but opening up discussion on the topic. Considering this thread is simply complaining about the problem and the OP isn't willing to engage the proper channels to assist in fixing the problem, this is a pointless thread that won't go anywhere. Regardless, the OP still has the right to post it.

So, instead of getting your panties in a bunch for no reason, I'd recommend "helping the devs" in the bug report forum, and let this irrelevant thread fall to page 50.
All your Hyperion Vanguards are belong to us.

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