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About Me

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  1. Hello dear Avorion community, I'm writing those lines because i can't find the problem by myself. I have constantly low fps during gameplay, ranging from 35-25 in an empty sector to 25 and lower in a more crowded area. As you can imagine, if something happens in a sector, it's not unusal to drop into one digit fps. I tried a lot of things to get this fixed: - NVidia: Open Nvidia Control Panel Select Manage 3D-Settings from the list on the left Select Program Settings Pick Avorion from the list of programs or select the executable from your steam install directory: <Steam install>/SteamApps/common/Avorion/bin/Aviorion.exe Select it to always use the dedicated graphics card from the dropdown menu Only thing that made some difference, gave me all around 5 fps, yay - https://www.reddit.com/r/NoMansSkyTheGame/comments/926n0f/nms_not_using_dedicated_nvidia_gpu_solution/ This a post, which describes the addend of registry entries for Nvdidia cards, who are installed with CPU graphic chips, which didn't help Bottom left corner, there's a search bar. Type 'graphics settings' and you'll be able to change whether programs use the one Windows recommends, power saving (usually your integrated GPU) or performance (other graphics card your PC has. Neither hardware scheduling, nor enlisting avorion.exe as high performance on GPU brought an increase So best course of action is to go to minimum settings, load the galaxy....then restart the game with everything maxed out and load the galaxy. It did not increase my fps Miscellaneous tweaks: - set priority up in task manager, - changed CPU assignments, -disabled Intel Graphics HD 530, -enabled XMS RAM profile -changed borderless, fullscreen, windowed mode, -a lot of setups in graphic settings in game (vsync on/off etc.) {comment: fps are nearly same with lowest and highest possible settings!}, - Flash-upgrade BIOS I also monitored the system specs during starting sector gameplay: CPU:around 50-60%, with some 60%+ peaks RAM: 8-10 GB Usage (with browser in background) GPU: 10-30% usage, which i mostly thaught is the culprit I uploaded the last clientlog, which is the mere startup of an only start sector secured single player game. Please remember, i don't have a fps drop during gameplay (after some time) or giant exploered galaxy maps, it's from the get go. Here is a pastebin with shortening multiple entries: https://pastebin.com/cXGytu9U Computer specs are: OS: Windows 10 home CPU: Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz RAM: 16 GB GPU: NVIDIA GeForce GTX 1060 6GB Game installed on SSD drive Edit says, that i have posted my problem and this thread in the Reddit Avorion forums. https://www.reddit.com/r/avorion/comments/s7l791/low_fps/ Thanks in advance Riktarden clientlog 2022-01-11 17-15-42 -.txt
  2. It's has been a while since I've played (pre 2.0) but I never had any issues with performance before today. Now, I start a single player game and my frame rate is at like 45, sometimes dipping below that and my ping time is all over the place jumping from 3 to 10 erratically. Eventually my FPS does go up to 120. I tried this on a really nice M.2 SSD thinking maybe it was just lots of small textures taking a while to load however the tutorial still has garbage performance. My CPU usage is not going beyond 30% capacity and this isn't touching my GPU at all. This indicates to me either there's some major netcode optimization that needs to take place or textures are not being properly rendered using the GPU though this is just a theory. Either way I love this game but it's such a shame that it's in this state now making the experience terrible. If there's anything I can do to help test please let me know as I'm happy to help. Windows 10 Intel Core i7-6850k 1080ti 32GB 3333 DDR4 Samsung Extreme M.2 Note: As soon as I turned off V-Sync my frame rate jumped to 300 and the game performs fine now. I have G-Sync monitors so maybe Avorion isn't playing nice with them I'm not sure.
  3. First thing I'd like to say that this wouldn't be automatic. It would be annoying if you left your ship, and it got stored somewhere without you knowing. I posted this idea on the official discord, and a person told me I should put it here.Since servers tend to have a limit on the amount of ships you could own, I thought it would be cool if for Avorion Servers that there was a built-in feature that allowed you to store your ships (that way you don't have to apply a design, allocate crew, then systems etc..) You also wouldn't have to pay for staff while it's stored because their off duty. Sort of like military deployment. I mean, you could even dedicate a station service like this for players to use.It would help save server resources and save players from having to remove ships when they either reach the server cap for the ship amount, and if it were implemented for single player possibly save performance.As for how players could go about doing this, like I said, it could be a station service or possibly a command.Examples(Command Wise)!store <shipname> (store ship)!request ship <shipname> (Request the ship to be delivered, there is probably a much better command name)!stored list (see your options of ships you have stored)(Station Service)-What would the service cost?Probably, you'd be charged for every 2hours your ships are stored.-Can they deliver anywhere?I think to not make it too op, the stations have a certain range of delivery-does ship size matter?Maybe different stations can have different size limits, but it wouldn't make sense if you had a capital ship larger than the station stored inside (who knows they could take advantage of the wormhole tech and have a hidden system dedicated for ship parking lots [that wasn't serious])Seeing how the ships would be stored at these stations, these stations would probably have to be much, much larger.^^That was my original discord post.I also wanted to bring up that a player named Trent on the discord said that this should be included in the shipyard. That way they'd double as dry docks. Those dry docks if player owned could be leveled up/upgraded to hold more capacity (ship sizes/number of ships). Then I guess if they were NPC owned they would have a set size, maybe it could vary depending on the size of the faction. They said the maintenance should be Cost x Ship Tieralso I said jokingly that ships could be stored via wormhole. Probably not by wormhole because that kinda messes with the lore since regular NPCs can control them. But if the ships aren't stored in a station they could be stored in hidden sectors because we do have those. Of course, these won't be accessible to the player. Although I think it would be cool if there was an animation of your ship warping in via wormhole when you request it (Only in the avorion region/endgame since it would make more sense if those NPC's can control wormholes)I wonder what you think of this Idea, I look forward to seeing if anyone has some good suggestions that would make this idea better. The entire reason I thought of this was because of ship limits on servers. Thanks for reading and I hope we could get this implemented!
  4. Since running into high ping issues with end-game r-salvaging and r-mining turrets, I went about using turret engineering to bump the efficiency of standard salvaging turrets. I used to think it had to do with the spawning of entities and such as lots of blocks were quickly converted into scrap metal or ores; but even when regular salvaging lasers are tearing through wrecks quickly, I don't get the same ping issue. Often, when lots of cargo is dropped by a destroyed station you get a similar (yet not persistent) lag spike. What I think is going on is the following: 1. Block of resource asteroid or block of ship is harvested by an appropriate r- turret. 2. As a part of spawning each new entity (be it scrap metal or ore), a boolean check is made against every item that has an associated cargo space. I'm not sure how many checks that is, but it is a match process done against the whole table (I think). 3. Each entity gets spawned (but the number of checks being called can quickly tie up bandwidth, as a single destroyed block of ore or wreckage may spawn a dozen or so ore or scrap entities. 4. With a particularly aggressive salvager or miner, I can take my ping (normally 30-50ms on my server) to upwards of 60,000ms (1 minute), as the backlog of calculations grows. With regular mining and salvaging lasers, what seems to happen instead (my current set of Avorion salvaging lasers do 11,381 dps/slot): 1. Block of resource asteroid or block of ship is harvested by an appropriate non r- turret. 2. Game matches resource to spawn against a 7-entry table, one for each resource. 3. Resources spawn and approach ship with little to no delay. To fix the lag problem first, I wonder if it would be possible to insert one step to the spawning of resource ores and resource scrap metals: 1. Block of resource is broken by appropriate r- turret. 2. Some kind of "is_this_cargo_item_refinable_resource" test is done. If it is one of fourteen items (7 ores and 7 scrap metals with the tag) 3. Check against the 14-entry resource table and spawn the appropriate type of ore or scrap metal. 4. If it is not a refineable resource, send it to the original table of all commodities-that-take-up-cargo-space. I hope my observations help fix the problem. My server is running Avorion 1.3.5 main branch.
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