Comments (21)
I need to have vsync on, I get screen tearing with it off.
'ship outline' on then off, did seem to do something but only in the shipyard. I never really noticed it before and isn't an issue.
I turned off "rotate ship in HUD" that seemed make a bigger difference. It's passable, reduced the FPS drop to less then 10.
I also noticed that even as the game is loading the GPU load and FPS bounce all over the place. It stabilizes once the main menu comes up.
from endless-sky.
I believe the issue is related to the outline.
Converting from a normal sprite to the outlines can be difficult for older computers.
You've already seen this with the "Ship outlines in shops" option.
A single outline may not be too difficult, but the shop may feature many outlines, so the performance impact has been apparent there for a long time.
More recently, with some particularly large or complex sprites, it seems the single target outline (alongside the flagship outline) can also noticeable impacts on performance.
#9942 adds settings to switch between the sprite and outline modes.
from endless-sky.
FPS run in the higher 90's with nothing selected and drop to the 80's with large ship selected.
Strange, Endless Sky should be locked to 60fps, the game isn't built to go any higher.
Also, do you have highdpi enabled?
from endless-sky.
Well I wouldn't count on the xbox game bar overlay in windows for accuracy. Lets assume it was wrong.
No, I don't use highdpi and my zoom is set at 100.
It doesn't feel like it's a video issue. I've experienced video lag before and this feels different. Like I said, the surrounding action, number of asteroids, nor numbers of enemy and escort ships have an effect on the issue.
What calculations take place while you have a ship selected? I keep coming back to crew size.
from endless-sky.
I edited the stats for a Korsmanath A'awoj and set the max bunks and crew to 19 and the problem still occurs.
Scratch crew size off the list..
I'll do some more testing tomorrow
from endless-sky.
Do you know what components your computer has? Particularly, CPU, graphics card/GPU, and system memory capacity (RAM)?
Outline Test.txt
If you load this save file, take off, and select your Embersylph escort, what happens to the in game CPU and GPU usage readings?
from endless-sky.
EDITED
I did not notice any reduction in game speed.
I did notice a slight reduction in game speed.
Test Results:
- drifting
- escort unselected
- CPU 1% GPU 7% < in game
- AMD Catalyst reports GPU at 88%
- FPS is 60
- escort selected
- CPU 1% GPU 8%
- AMD Catalyst reports GPU at 99%
- FPS is 38
from endless-sky.
Added a Heron to Kor Fel'tar and confirmed that I get the same behavior.
- roughly the same reduction in speed as a Korsmanath A'awoj
- the reduction stays until I unselect, even if I jump back to Misam, and even if the targeted ship jumps.
- I've edited almost everything in the ship profile for the heron. No changes. (don't worry I made a back up)
- crew and bunks
- shields
- hull
- sprite - used one from an Albatross
- removed all turrets
- removed all fighters bays
- removed all built in scanning and salvage scanners
EDIT: I didn't do each of those at the same time I did them individually. So, results may not be entirely correct.
from endless-sky.
I'm leaning towards it being a cumulative effect of several attributes with large numbers.
The ships that cause issues all have large numbers for several of the key attributes.
They all have high cargo space, high mass, high outfit space, a lot of weapons, etc.
I looked at the code and there seems to be several different calculations being done while a ship is selected. But, I really don't understand what I'm looking at. I also don't know why it's only effecting me. The CPU load doesn't spike, but the GPU goes from 85% to 99%. Is the GPU being used for calculations?
Today, I noticed that while I had a 577 targeted the, speed would be slow until I increased my distance to 2000 units. It then went to normal. When I moved back closer then 2000 the game slowed down again.
from endless-sky.
FPS run in the higher 90's with nothing selected and drop to the 80's with large ship selected.
Strange, Endless Sky should be locked to 60fps, the game isn't built to go any higher.
Also, do you have highdpi enabled?
I switched to FRAPS and I'm getting 60. When I select one of the problem ships it drops to 30.
Just wanted to give you an update
from endless-sky.
I think I've come to the conclusion that this may not be a bug. It may very well be that I have exposed the minimum requirements related to a GPU. I'm making an assumption that the GPU is doing a lot of calculations while a ship is selected and my weak GPU just can't handle the load. I don't know enough, to know how easily it would be to change the code so that the CPU does more of the work. I suspect it will be WAY too much work.
If someone has the time, I would appreciate some clarification surrounding my assumptions, and maybe try and explain what's happening in the code.
from endless-sky.
If someone has the time, I would appreciate some clarification surrounding my assumptions, and maybe try and explain what's happening in the code.
The only thing that would use more GPU when targeting a large ship would be the ship outline [1] (and maybe the target selection indicators), which is known to be pretty computationally expensive, but not to the point of halving your frames. Try:
- Seeing if enabling the ship outline affects your performance
- Disabling VSync
from endless-sky.
How does it behave if you launch the game with the following in a plugin?
interface "hud"
# Player status.
anchor top right
sprite "ui/status"
from 0 0
align top right
string "location"
from -160 25
color "medium"
align right
width 140
truncate back
string "date"
from -20 45
color "medium"
align right
string "credits"
from -20 65
color "medium"
align right
outline "player sprite"
center -75 155
dimensions 70 70
ring "shields"
center -75 155
dimensions 120 120
color "shields"
size 1.5
ring "hull"
center -75 155
dimensions 110 110
color "hull"
size 1.5
ring "disabled hull"
center -75 155
dimensions 110 110
color "disabled hull"
size 1.5
bar "fuel"
from -53.5 425
dimensions 0 -192
color "fuel"
size 2
bar "energy"
from -33.5 415
dimensions 0 -192
color "energy"
size 2
bar "heat"
from -13.5 403
dimensions 0 -192
color "heat"
size 2
bar "overheat"
from -13.5 403
dimensions 0 -192
color "overheat"
size 2
bar "overheat blink"
from -13.5 403
dimensions 0 -192
color "dim"
size 2
# Targets.
anchor top left
visible if "red alert"
sprite "ui/red alert"
from 10 10
align top left
visible
sprite "ui/radar"
from 0 0
align top left
point "radar"
center 128 128
value "radar radius" 110
value "radar pointer radius" 130
sprite "ui/navigation"
from 200 0
align top left
string "navigation mode"
from 215 20
align left
color "medium"
string "destination"
from 230 40
align left
color "medium"
width 135
truncate back
sprite "ui/target"
from 0 240
align top left
point "target"
center 75 315
dimensions 140 140
value "target radius" 70
image "target sprite"
center 75 315
dimensions 70 70
ring "target shields"
center 75 315
dimensions 120 120
color "shields"
size 1.5
ring "target hull"
center 75 315
dimensions 110 110
color "hull"
size 1.5
ring "target disabled hull"
center 75 315
dimensions 110 110
color "disabled hull"
size 1.5
visible if "range display"
sprite "ui/range"
from 130 263
align top left
string "target range"
from 160 260
align top left
visible if "tactical display"
sprite "ui/tactical"
from 130 290
align top left
string "target crew"
from 162 298
align top left
string "target fuel"
from 162 318
align top left
string "target energy"
from 157 338
align top left
string "target heat"
from 147 358
align top left
visible
string "target name"
center 75 395
color "bright"
width 150
truncate middle
string "target type"
center 75 415
color "medium"
width 150
truncate middle
string "target government"
center 75 435
color "medium"
width 150
truncate middle
point "faction markers"
center 75 435
string "mission target"
center 75 455
color "medium"
# Other HUD elements:
box "escorts"
from 0 460 top left
to 120 0 bottom left
box "messages"
from 120 0 bottom left
to -110 -200 bottom right
box "ammo"
from -110 450 top right
to 0 0 bottom right
value "ammo icon height" 30
value "ammo icon width" 80
anchor top
point "mini-map"
center 0 100
from endless-sky.
@ warp-core Will test when I get a little time. I know it goes in the plugin folder, but what file name should I use?
from endless-sky.
File name doesn't matter. It just needs to be in a .txt
file in the data
folder within the plugin.
from endless-sky.
Ok thanks. Just to clarify, above text in test.txt
in data
folder in plugins
folder Do I need anything else? I've not made any plugins yet. Sorry warp, I'm still learning, but fear not I learn fast.
from endless-sky.
The data
folder needs to be inside a folder (name doesn't matter) inside the plugins
folder.
If you're on Windows, by default:
C:
Users
<your user name>
AppData
Roaming
endless-sky
plugins
<any name>
data
test.txt
from endless-sky.
Thanks for the above info. I got it working. Here's something odd, when I copied all your text into notepad++ it saved it as
global conditions.txt
Any way, that's seems way better no impact at all selecting the 'planted' ships. Korsmanath A'awoj and Herons in Kor Fel'tar
I had
- flagship = arfecta, escorts = emerald sword, 1 merganser < just what was close. I'll try with bigger fleet later, however I don't expect it will make any difference. It didn't before.
- star field on
- haze on
- Rotate ship in HUD on
- parallax off
GPU only spiked to 99% briefly and that was because a battle broke out. 2 Korsmanath A'awoj launched all their fighters at my escorts. The rest of the time my GPU bounced around 90% < externally measured. In game lies.
I'll leave this installed from this point on and report back after a longer play. For now, I think it is as good as it gets.
from endless-sky.
Oh Crap, I forgot to thank you for your efforts, so Thank-you.
from endless-sky.
I think it is safe to say this solved my issue and will close it.
@warp-core
When and if you have time, could you give me an explanation as to what was happening and why your fix works?
Also, should there be an expanded "video settings" in the preferences to accommodate players that may have the same issue?
from endless-sky.
Appears to be resolved for now.
EDIT: Mar,22/2024 This is only using the custom file warp-core provided me. It does not mean the issue is solved for anybody else.
from endless-sky.
Related Issues (20)
- Idea: Standardise the leave/done/depart text and hotkeys HOT 10
- Allow Mission Escorts to Attack Tribute Fleets
- [Bug] Reduced image quality in Water4 caused by #9459 HOT 3
- In the new Quarg conversation, there is a broken dialog chain HOT 1
- Replacing Fighters on the Fly
- Add missing mission location info to Remnant mission description HOT 5
- Variable inconsistency between Patir Mystery and Cognizance
- Adjust minimap UI to make it easier to differentiate between objects HOT 3
- bad time format string in saved game tooltip HOT 4
- [Mechanic] Weapon Warmups / Charge Times HOT 4
- Selecting minables by value may prefer less valuable targets over very valuable ones needing high prospecting
- Request: Automatically unpark a ship if it is moved to position 1 in the fleet list HOT 2
- [Balance] Afterburners as Engine Multipliers HOT 7
- Request: Add an outfit that adds gun and turret ports HOT 12
- Don't display the "you have missions that require landing on [planet]" notice for bounty hunter missions HOT 8
- Bounty hunter missions are not removed from your mission list as soon as the mission is completed (only after landing) HOT 7
- When auto-selecting which ship to board, the order of these ships should be (Marauder) Quicksilver > Bounder > Arrow HOT 3
- I don't feel part of pull request #9399 is a bug HOT 5
- Request: add the ability to click-and-drag to reposition multiple selected ships at once in outfitter and shipyard HOT 2
- Add an empty state to the Messages panel
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from endless-sky.