I am using the lowest particle definition, and yet this happens. Too many objects on scene, or many that are behaving as unique (loaded multiple times), instead of instances of the same.Īlso noticed that during explosions, there's very serious stutter if one keeps the camera focused on them (drone carrier is a good example) Same with high density meshes without lower LOD. huge textures that don't have pre-computed lower mipmap levels. It seems to me that it could be either of these things: I also reduce the mipmap max level of textures and meshes.Īfter these loading incidents, the game is quite playable, with minor stutters from time to time. Like Prescott, when loading, the game jumps up physical memory to above 8gb, and hangs the pc for several minutes.Ĭhanging affinity to 1 core helps a little, at least stopping a crash.Īfter loading, and initial stuttering while the physical memory goes down, it stabilizes at 6,7gb, and becomes playable.ĭo note, that I use a lot of tweaks to reduce post-processing, dynamic light/shadows and volumetric effects to a minimum. Performance Report about Noah Damaris starport, Union system. PĪttached image is with scalability tweaks. My Potato PC has played so many games, one gets attached to it. It is a massive compliment to Rockfish you just did right there with that "930M" line of yours, you know? For a beautiful modern 3D game to anyhow run on 930M - is a feat of itself, as this mobile core has most of its core characteristics being very humble. In your case, the two interact to create that massive delay, on your hardware - which modern hardware largely overcomes with sheer processing power. In the same time, from what i see (and am about to soon report), delays to open the map is a part of optimizations not yet implemented into ES2 (remember, this is Early Access - can't have everything). Times move on, ES2 is not, and can not, be created to run perfectly well on exactly same kind of hardware ES1 was able to run perfectly well on. Lots of hiccups you see is due to very limited specs of this particular card, i believe. So, Potato fellow players, if you want to have fun with Everspace in current development, try this:Īdd these lines to and put all your graphic settings in the lowest value.įins_FinsT: This is a problem of itself. I'll keep playing with the other values in different areas to make sure it works. I'll leave that untouched since it doesn't seem to affect performance. Tested the scalability values, and find out that r.EyeAdaptationQuality is connected to auto exposure. I'll try to remake the file step by step and optimize it for potato PCs. The other 2 images is the same area without changing the scalability file. XDĪttached images show the tweaked result. Anyway, some players will probably have the same issues I have, so I'll leave here some tweaks I used to make the game fluid for me:Īdd to the Scalability.ini file at C:\Users\***\AppData\Local\ES2\Saved\Config\WindowsNoEditor (path may be different for extreme cases, you can add to the Engine.ini file The problem here seems the light intensity. Could disable fog on the Egine.ini file, but that kills the whole area mood.Įverspace 1 nebula areas weren't this heavy, unless those very dark ones that I loved. Forced some shadow values on the scalability file, and it's fine regarding FPS, but the fog is extremely thick and light is so bright that I cannot see anything until it pops right on my face. The fog there is very thick, and performance drops to unplayable levels. Just trying the area Carrier Holdup in Union System. RFG_Ingmar: Never noticed map and nebulas affecting each other.
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