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Found 59 results

  1. GlymaxOn

    High using of the CPU

    Playing on Steam I noticed Astroneer was using around 70% of my CPU nearly all the time, i have i5-7600K 3.8GHz and win64 Is this normal or will the game be optimized in the next updates ? Thanks for reading.
  2. PixelTheOne

    Multiplayer performance

    So i noticed that when you host a game, one player gives -30 FPS, but the players that join have normal FPS. When will it be fixed?
  3. David German Dukardt Manzone

    Respawn vehicle station

    ok this is what happens, bugs everywhere with vehicles that fall underground, so we need a respawn vehicle station, maybe to maximize performance too. Maybe options for the vehicle station: 1- List all the vehicles you have in the real world. 2- select, choose vehicle from the list of vehicles, option to eliminate, reappear, dismantle, recycle. 3- Information on the current location of each vehicle: start the emergency light to rescue it by means of a minimap or gps, then they would have to do gps? LOL
  4. So this is a repost from my earlier post, I just wanted to move it to a more respective forum. Hi Astroneer Team! I was playing today on the new update to see how things have been going. Game is great! so far i love all the updates! I saw on one of the devs twitters that you will be implementing de-rendering systems to de-spawn the items as you go travel away from them to help reduce the load on the system. Well while i was on today i noticed a serious lag causer in multiplayer games (could be single player as well, not tested). Now i don't know how you designed the tether system to work, but from what i can make up is that each tether is independent in the game. Meaning that when you place a tether down it has zero affect on the previous or next one you place. Once placed the game sends an update to update all the tether connections, if two tethers are in range of each other they connect, if not, no connection. I could be wrong with my assumption of your source code ? , but that's my best guess due to the huge lag increase from myself running around the world placing tethers, (i would say i placed around 300 as i walked the world). Every time i placed a tether the game froze for a second, render the new tether, freeze, render the connections. (in this process all my other tethers in the line would de-connect before making the new connection). So time for my fix, If my assumption is correct on your tether system, then if you turn the tethers into separate class arrays instead of single classes. This way you only have to manipulate a single node at a time. when you drop a new tether it doesn't connect to (all) the nearest tethers around, it connects to the nearest in range array of tethers, and all you have to do is add that single tether to the array so that the graphic can update. Also if you take one out, just split the tether array on the value of the removed tether to create two tether arrays. Or i could be completely wrong about this all, i figured if im right this idea could help reduce the amount of calculations on tethers are made so you can use more power for fun stuff.
  5. Hi Astroneer Team! I was playing today on the new update to see how things have been going. Game is great! so far i love all the updates! I saw on one of the devs twitters that you will be implementing de-rendering systems to de-spawn the items as you go travel away from them to help reduce the load on the system. Well while i was on today i noticed a serious lag causer in multiplayer games (could be single player as well, not tested). Now i don't know how you designed the tether system to work, but from what i can make up is that each tether is independent in the game. Meaning that when you place a tether down it has zero affect on the previous or next one you place. Once placed the game sends an update to update all the tether connections, if two tethers are in range of each other they connect, if not, no connection. I could be wrong with my assumption of your source code ? , but that's my best guess due to the huge lag increase from myself running around the world placing tethers, (i would say i placed around 300 as i walked the world). Every time i placed a tether the game froze for a second, render the new tether, freeze, render the connections. (in this process all my other tethers in the line would de-connect before making the new connection). So time for my fix, If my assumption is correct on your tether system, then if you turn the tethers into separate class arrays instead of single classes. This way you only have to manipulate a single node at a time. when you drop a new tether it doesn't connect to (all) the nearest tethers around, it connects to the nearest in range array of tethers, and all you have to do is add that single tether to the array so that the graphic can update. Also if you take one out, just split the tether array on the value of the removed tether to create two tether arrays. Or i could be completely wrong about this all, i figured if im right this idea could help reduce the amount of calculations on tethers are made so you can you more power for fun stuff.
  6. I can’t seem to play the game for more that 30-60 minutes without the frame rate dropping to unstable levels. The also fails to render properly causing the Astroneer and rover to lag when traversing the world.
  7. Hi, I was using a nvidia 740 for about a year and was getting around 15 fps. I now updated my card to Nvidia 1060 6gb and get 27 fps. There is obviously something not right in Denmark. Are you going to be optimizing the game soon? thx. Also every 3 seconds or so the game freezes for a tenth of a second. I guess you can say a lag glitch. This, in my opinion should be a priority for your company to fix. It is quite bothersome. I also noticed that the more platforms and other items are created that the glitch gets worse. So ,something with the rendering (a buffering issue) ?of all the elements gets worse as the created items becomes more in number. I dont know what would cause that.
  8. GameSquid YT

    laggy tethers

    so my base on the first planet has like 300 tethers or so. so every time I place a new tether the game freezes for 5 seconds. seems you should be able to fix that by making it so it only calculates 10 tethers in one frame. I wouldn't mind if the tethers would stop working for 5 seconds, but a freeze frame for 5 seconds sucks. alternatively you could optimize the process by only recalculating the tethers that have changed, but I can see that you would want to recalculate them every once in a while to make sure there arent any impossible tether connections. maybe my use of tethers is excessive but they are a great tool for telling me where I ve been. also saving the game by entering a vehicle or base does the same thing but that one may be harder to fix. the tethers run perfectly smooth if I don't pick them up or set them down. so it's only when clicking on them that performance suffers.
  9. Summary: 0.6.2.0 - Steam - Performance Description: While running, driving/exploring planets and digging, game performance suffers. Gameplay is choppy and framerate is very unstable. Same as in singleplayer and multiplayer with two players playing. Platform: Steam / XBox One / Windows 10 Store Version / Build Number: 0.6.2.0 Specifications: OS: Windows 7 Ultimate Service Pack 1 CPU: AMD Phenom(tm) II X4 965 3.42 GHz GPU: Sapphire Radeon R9 280 Dual X-Boost 3GB RAM: HyperX 2x8GB DDR3 1600Hz Drive: Seagate BarraCuda 1TB 6Gb/s SATA (ST1000DM010)
  10. Sometimes you just reach a point where you have a humungous base with lots of stuff. Fps usually goes down from the initial 80-100 down to 50-60, that's fine, I get that. Then when you explore huge parts of the planet (for example when you got lost on the planet for 3 hours like the idiot I am) the performance drops down to like 30-ish fps (from initial 80-100) which I don't quiet understand. Do things very far away still render to influence performance? And to get to my earlier point of bases causing less fps - both that and the exploration part of fps drops carry over to other planets (causing in some laggy messes when you do similar things on that planet). Is there maybe a way to fix that by leting the game use more ram for example? Games like rust thst have huge worlds and many little things on the map rely on ram (7 gb depending on pc and settings) where as astroneer only uses up to 2,4 gb. To get to the point: Performance issues caused by things done on other planets carry over to the next planet and I think they shouls work seperately to ensure a new experience on a new planet. I hope you understand the issue I have with this. I'm always open forquestions if needed
  11. JustACuteWolf

    Poor Perofrmance at AMD CPUS

    I Use Keyboard / Mouse I Have very low performance on an 750 ti & AMD FX 6300 ive tried the lowest and the highest resolutions & graphics both have very poor performance sorry for my broken engisch
  12. Hi all, I play on Xbox One X and I was excited to see the game had been ‘enhanced’ to play in 4K. However the performance is still a major issue with framerate unplayable at times. Am I being naive in thinking it wouldn’t be too hard to add an option with variable resolution that uses the One X horsepower to shoot for 60fps? It would be a game changer. Look forward to hearing some thoughts and hopefully a response from the devs. Cheers
  13. Nust a Butt

    fps drops

    Summary: 0.4.10223.0 - steam - fps drops after prolonged play session Description: after i played for about 2-3 hours, the fps dropped notably, it wasnt consistent, and it seemed to be primarily present while using the terrarin tool. Platform: Steam / XBox One / Windows 10 Store Version / Build Number: 0.4.10223.0 Specifications: OS: Windows 10 pro CPU: Intel core i7 3770k GPU: Nvidia Geforce gtx 1070 RAM: Corsair ddr3 8x4 1333mhz Drive: Samsung SSD 840 pro series
  14. Now this is not necessarily a bug. Each new game you start has Crystal Clear 60FPS I'm pretty sure, but over time, with each new base installment you create, becomes less and less. Now this has improved a lot by the team already, but it only had delayed the moment that you start experiencing an average lower framerate, as low as 30 or worse. Now Multiplayer is the Real issue. When a player joins the host's game on Xbox One, the Host's framerate immediately drops to levels aforementioned. The joined player that's not the host, does not receive any framerate drop.
  15. 196 Xbox One I have less then 8 hours in total on a new save since the new update. And the performance has dropped severely after a few game crashes. All of these crashes occurred while I was out exploring driving my large rover on the surface of terra. Today when I loaded in the save to start back up from when it crashed, it took forever to get back to my base because while driving my rover it came to a dead stop dozens of times, these have gotten worse along with the lag since the game crash yesterday. It kinda makes it not worth the effort to drive a rover plus the rover acts weird ever since I had my joy ride in a sandstorm being blown across the surface like a leaf in the wind?, it acts like it has no gravity at times. Do not know if this helps, but I have included a game clip of the rover coming to a dead stop. 7-25-2017_8-35-20_AM.mp4
  16. Brian Crivella

    Sandstorm joy ride

    196 Xbox One Not sure if this is intended, but i just had a fun joy ride inside a sandstorm while in my large rover. (I included a 30sec clip of it) I was 20 ft away from my base when it hit and it was like I weighed nothing as I blew me across the surface of terra hit some space junk and started to tumble. Plus it will do the same if you are deep underground in one of the massive caverns too. Second thing is, the white line that was below any beacon (including the home base one) does not show up. This is a problem when you have the clouds above the base and the home beacon is covered up by them, got lost for an hour yesterday because of it and I wasn't that far, I just didn't see it because of the clouds. Including screenshots Also the performance has dropped severely after the game crashed on me yesterday while I was out exploring in my large rover. Load in of objects take up to several seconds sometimes and the rover comes to a dead stop till it loads in. And walking around large clusters of objects makes it worse. Plus when moving the camera around to look lags pretty bad now too. Just a few things I am currently experiencing, still love the game though ? 7-24-2017_1-17-34_PM.mp4
  17. Jlidd24

    Xbox One List of Bugs

    Hey, first off the driving physics have improved immensely. However, I have noticed the following bugs/performance issues. As mentioned in the title I am using it on the Xbox One and updated to the newest patch. Here are the following bugs I've noticed: Performance: Terrible lag now when exploring in the caves (I don't have the ability to look at FPS) and it drops periodically (new save and everything) for no apparent reason Music: The music keeps looping with the same 8 bars (same song, same part of the song) Vehicle: The vehicle's one wheel stayed implanted into the ground and the rover (medium) just drove off on 3 wheels Research: The scientific ones (found on the shuttles) haven't provided any research at all just copper/aluminum. Again new save and no research performed at that time. Again, awesome game just thought I'd provide the following bugs to the team. Keep up the great work.
  18. Description: When i open the menu, the fps drop to about 6 fps and won't recover until i restart the game Platform: Steam Version / Build Number: 196 Specifications: OS: Windows 10 Pro x64 | v. 1607 CPU: AMD FX-6300 GPU: GTX 1050TI RAM: GSkill NT Series 2x4GB Drive: samsung 960pro nvme
  19. Nikita Shustov

    GRAPHICS RESOLUTION BUG

    I have Surface Pro 4 and it's not quite a desktop PC that can handle 1080p graphics in games. I want to set resolution to the lower one but this bug is still not fixed in latest Astroneer patch I have system scale at 200%.
  20. I'm playing Astroneer on my Surface Pro 4 device with Intel i5, 8gb RAM and I can't configure the resolution setting. It is always stays at native and I cannot change it. Please fix this bug, I want to play this game.
  21. When loading new terrain, I experience up to a couple seconds of lag while it loads in. This pretty much makes driving impossible, and exploring is tedious. Once terrain has loaded, I can return to those areas with no lag, until I restart the save. Tested in the new patch, still having issues. I'm not sure if this is fixable, but my system exceeds the recommended requirements. Any suggestions or info as to the cause of this would be great! Running: Windows 10 64bit (Steam Version) GTX 750ti DirectX 11 AMD FX(tm)-4130 Quad-Core Processor 3.80 GHz 8.00 GB Ram
  22. i read a lot of posts, the blog etc. i do not remember on which occasion, but i thing a developer itself mentioned the fact that within 3 hours exploring, over 1000 of objects are created and cause some performance issues. well i never did game play programming, but i did some core programming in my past, highest respect for the dev team. now what is this post about or its intention. yes many objects are created and some are hold active in memory, as one of you already mentioned, some need to deleted from memory, when not in range, for example on a different planet. now i am just curious how for example you store, you call them nuggets. the nugget has just a view parameters: color, appearance, load (1-100%), maybe resource type (if not connected to the color). when i attach a nugget to a storage module (only possible with nuggets which are at 100% exception it is a energie nugget), the energie nugget creates the requirement, that the entire object of the nugget is still active, the others do not. the storage module has 8 slots - if i attach 7 resin nuggets and 1 energy nugget, the storage module just has to hold, 7 IDs from the nugget types and 1 complete nugget with its current load for example 90%. currently it feels like, if i attach 7 resin nuggets and 1 energy nugget, and all objects are fully created in the memory, then the amount increases with every storage module i create and place. when the nugget object is destroyed when attached to a storage module and the nugget type is stored into the storage module, maybe some memory space is freed. i guess you dev guys already thought of that the storage module parameters: slots, appearance this sounds very simple i know, but from the programming view it is not. in general i like the idea of the enery nugget, maybe you can create an option or feature in the future to make them createable since batteries are either to big or too weak. i mean there is the big battery for the base and the small one for the astroneer. since you need 1-2 lithium for creating a battery, these are very ineffient. the big one works fine for the base, the small one fine for the astroneer, but in the moment, when you go underground, you only can recharge the truck or the rover with nuggets or a hugh amount of small batteries, when you run out of power. so the idea is split in two, one the ability to research and build a machinery were we can create energy nuggets and maybe an energy storage module which not automatically drains its attached nuggets if the battery runs low. the other issue is the amount of stones, so many stones, on some landing sights, the plants/gras is overwhelming. i had once such a landing sight, i felt at start more to be a gardner than an astroneer. i had to flatten the terrain and remove plenty of stones, before even thinking about exploring. i know the planet is autogenerated and the objects on it are randomized or at least follow some algorithms, but sometimes resource nodes, for energy, oxygen are placed somewhere in the air. looks funny. since the last version, it feels like the planet has grown, it is now even bigger than before. storms, storms are quite annoying, but make it interesting, but there are 2 things about the storm, first on some occasions the storm hits the landing sight so often, that you have trouble in moving forward or in exploring/expanding the base, second the storm hits the truck like a bowling ball, when you are in. happened to me many times, i fled into the truck and the truck was moved around like a ballon, even once i was tossed into a gap. yes there are strong storms, but the truck at least should withstand a little bit more
  23. so i spent some time in building a few bases on the starting planet and tried to explore as much as i can, before traveling to the moon or another planet. till this very moment the performance was fine. then i took off to the moon. the moon was smaller with lower gravity and no athmosphere. so far so good. on the moon the rover was easier to control than the truck, while the rover was good to control on the surface, the truck gave the feeling, like it would take off any minute. shouldn't it be the other way around? the lack of compound forced and the hugh amount of resin forced me to build construction nodes instead of power/air lines. no big deal to this time, but this ended up in very long lines. as longer the line grow, the more the performance started to drop. maybe the hugh amount of buildings consumed to much memory on my system and so the game slowed down. first i thought it was because of the low gravity on the moon. but when i returned to starting planet, the performance even dropped more and more. maybe the objects should be dropped out of memory, when you switch the planet. the 2nd weired thing that i experiencing, when i landed and took the rover, the rover behaved like the rover on the moon, it jumped very high and was harder to control like on the moon. i checked every base on the starting planet and well the truck i left was gone. btw. the savegame expanded by to 2mb up to nearly 10mb. before i left the planet it was nearly 8mb the size.
  24. Chris Augustin

    Next patch info!

    Devs posted updates on Twitter!