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FPS Plummet

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6 years ago
Jan 25, 2019, 5:05:53 PM

This is a problem that I only have on my desktop computer (with a GTX1080) and not on my puny laptop (a old laptop video card), which is why I'm so confused by this:


My issue is at random times when I'm playing, it can be 1 minute in or 15-20 minutes in, my FPS plummet and stay around 20-25FPS. I know my computer can handle it, I have a 1080 and the FPS initially is in the high 170s, and even changing and testing out as many settings as i can find I cannot figure out whats causing this. If anyone else has experienced this and possibly has some answers it would be awesome thanks!

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6 years ago
Jan 25, 2019, 10:14:26 PM
Jojo_Fr wrote:

Same here.

I just possibly found a solution, I just don't have much time to test it at the moment. It might be G-sync that my monitor has that's apparently causing this problem. When I have the time to test this I will, do you also have a G-sync monitor?

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6 years ago
Jan 25, 2019, 10:20:18 PM

No I dont have a G-sync monitor.

If you find any solution and if you have the time, please writte it here.  :)

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6 years ago
Jan 26, 2019, 12:35:39 AM

they released a beta yesterday that solved this issue for me. I only had it during the dust eclipse though so...


anyhow here is what they said :


"Hi again! I have uploaded 1.7.2 on a test branch. Please could you give a look at it? The password is : DustEclipse12 (Endless Legend's properties, Beta tab). It should work with your 1.7.1 auto save files. "


I hope it helps!

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6 years ago
Jan 26, 2019, 10:29:16 PM

Turning off the GSYNC on my monitor has solved my problem, hopefully the other persons suggestion here can help you.

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6 years ago
Feb 3, 2019, 11:01:45 PM

Looks like there might be two threads for the same issue. I've been following this one:  https://www.games2gether.com/endless-legend/forums/13-tech-support/threads/32914-i-observe-a-drop-in-my-framerate-since-symbiosis


No change for me on 1.7.2 S3 (I don't know if S3 indicates anything....)

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6 years ago
Feb 13, 2019, 6:30:29 PM

As I've mentioned in my other thread, in my experience one cause for consistent stuttering (not the one you experience at turn start) is AI pathfinding, or specifically, AI armies trying to reach a destination they cant reach and hammering the system with multiple pathfinding requests per turn. If NGD or Amplitude want to talk about solutions to this, they should contact me.

Updated 6 years ago.
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6 years ago
Feb 13, 2019, 6:32:05 PM

It would be helpful, if people that have stuttering issues at random points of the game would post a savegame, so we can see if its an universal issue (pathfinding) or something specific to that machine.

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6 years ago
Feb 14, 2019, 1:00:23 AM

Here's another one: Cultists - Turn 129.sav (ELCP game)

The last few turns of this game were extremely slow, with even the menus becoming sluggish, and it got even worse during Winter or Dust Eclipses.

I'm not sure if it's the pathfinding or just the sheer number of armies that the AIs had running around, see screenshot from ~15 turns before (and the Necros had probably more than all the other players combined)

 

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6 years ago
Feb 14, 2019, 5:43:05 PM

I had a look at both of your savegames. Slashman's is a good example for what I meant. One of the AI's (teal) desperatly wants to explore a region it cant reach due to closed borders, which leads to regular stuttering due to mass pathfinding requests. If you (Slashman) are not interested in multiplayer, I can send you a beta where this specific instance of stuttering is fixed (there are probably more, I need to adress them all one by one).


Wendeks save on the other hand is not relevant for vanilla play, the stuttering here is indeed just caused by the sheer numbers of units produced by a snowballing lategame necro AI. Thats a problem ELCP players probably have to deal with sadly :/ (vanilla AI never gets near this many units).

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6 years ago
Feb 15, 2019, 4:26:52 AM
LeaderEnemyBoss wrote:

I had a look at both of your savegames. Slashman's is a good example for what I meant. One of the AI's (teal) desperatly wants to explore a region it cant reach due to closed borders, which leads to regular stuttering due to mass pathfinding requests. If you (Slashman) are not interested in multiplayer, I can send you a beta where this specific instance of stuttering is fixed (there are probably more, I need to adress them all one by one).


Wendeks save on the other hand is not relevant for vanilla play, the stuttering here is indeed just caused by the sheer numbers of units produced by a snowballing lategame necro AI. Thats a problem ELCP players probably have to deal with sadly :/ (vanilla AI never gets near this many units).

I always thought it was somehow related to AI troop movement too, but that doesn't seem to be the case in my most recent game.


In this save I'm playing Mykara and there's only 1 AI left and he's almost dead with very few arimes left and we are at war and I'm nto sieging anything. So there's nothing stopping his troops from going anywhere they want.


In the turns leading up to winter and FPS is dropping. I went back to a previous save to get this one, but once winter hits performance falls through the floor.


This is vanialla without ELCP.


Mykara - Turn 130 Going slow.sav

Updated 6 years ago.
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6 years ago
Feb 15, 2019, 2:05:40 PM

@KnsCtyShufl

In your game two things are a major source for bad performance as far as I can see:

The huge number of fungal blooms leads to noticable performance degradation. Its possible that this is exascerbated due to most of them being in construction at the moment. Clicking on any individual bloom/city takes ages to open the city interface. Maybe it would have been better for the fungal bloom interface to be similar to other garrisons (fortresses, villages etc.) so that only a single interface fore each bloom gets displayed. Would be not as nice to control, but would also be less resource intensive.


Then there is your Urkan which is using Tremor Siege. This ability (maybe because of the Animations) seems to tank the framerate alot. Maybe you should deactivate when you do your turns, and only activate it on the end of each turn. As soon as I deactivate Tremor Siege performance is way better, and even more so if I switch to the last remaining enemy AI. 


Lets hope NGD can improve the performance of both the bloom interface and the Tremor skill, since both are new DLC features.

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6 years ago
Feb 15, 2019, 2:23:33 PM

Okay weird, I tried using the Urkan for a "normal" melee range siege, and the stuttering also appeared. ev en when one of the other armies initiated the siege, it stutters, but only as long as the Urkan is part of the siege. So its not the Tremor animation, its more of a general problem with urkans sieging (but maybe only occurs if they have tremors?)

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6 years ago
Feb 15, 2019, 7:34:29 PM

My performance is waaaay better. Thanks for the beta file LeaderEnemyBoss. If it drops again I'll let you know.

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6 years ago
Feb 17, 2019, 8:29:43 AM

Some persons are reporting this performance problem (including me) from Symbiosis :

https://steamcommunity.com/app/289130/discussions/0/1779388938818124446/

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