Hello there ELEON! I love the game, 650h so far and counting. Tho I have some serious complains - those problems push me really hard to quit playing everytime I encounter them - which is relatively often. My rig: earlier: Win10, 16GB, GTX1070Ti8GB, FullHD; now: Win10, 32GB, RTX3070Ti8GB, FullHD - issues are the same excluding DLSS situation. 1. When drilling or walking around a SV/HV with engines turned on, but especially when drilling up close with a hand drill - otherwise calm and cold GPU starts to whizz like an airjet - I do not know anymore if I hear my GPU or my drill/hv engines. It is seriously an absolute madness. Therefore please give us an option to turn off effects generated by drill and engines! I believe it is that smoke/fog thingy that makes GPU hot, but might be wrong on that. It would be a life saver and GPU saver if we could get rid of that in options. Sure those effects look nice, but I prefer playable over nice. 2. Too many markers? I mean these are just simple markers displayed on HUD. But if there are about 50 or more in a screen at one time - the game stutters, fps drops to like 5. I believe there is some optimization opportunity here. It is unplayable in a way that I do not want to touch sensor device and therefore I have to explore blindly. It is not the way it should work I believe. 3. PDA quest message pops up. But "I" was moving. And so the message plays, but my char/ship is still moving/rotating in background as per last frame before PDA popped out. Please make the char/ship stop when PDA pops out. 4. Planet map - markers management. It is kinda inaccurate - hard to select markers for removal, especially when player is near them (like up to 1km near). 5. Jetpack in space - why is it turbostuttering? The game keeps 60fps, but the character moves and rotates at like 5? This is nauseating truly! Please oh please fix this, so the motion at least looks smooth even if it is not. Drone can move smoothly, but player for some reason can not? 6. I play in FullHD. DLSS was not intended for use with that resolution, but mainly due to pt.1 issue, it is often necessary to turn on DLSS. And even with DLSS the GPU will cook eggs in those situations, but with DLSS a little bit less. In performance mode it is almost ok. But on the other hand - with DLSS "myopia" hits hard. Especially the UI stuff is often unreadable. Therefore maybe it wouldn't be too much trouble to decouple HUD+UI from the rest of the scene and render HUD+UI without DLSS? Well that would definitely help and should not affect performance (unless pt.2 would be affected). Additionally in console a message pops up about dlss and depth map size mismatch - not sure if this is a problem, but decided to mention. As said - these issues are there since I've started playing and are still today - that is a few years now. I believe every player encounters them in more or less annoying fashion and learns to suffer quietly. But it should not be like this. Your game is too great to be hold back by such things. Therefore I really count on You resolving them and thank You in advance . Best regards Kozaluss
The drill particles are not only 3d models instead of billboards, but they have collision too. Changing them to be billboards and removing their collision would probably do a lot to reduce the lag they cause.
Hi ravien_ff Maybe so, but important to note is that if drilling is made at a certain distance, with drill turret, so the area on screen the drill effects take is small, there is absolutely no impact felt on the GPU. Only when these clouds take up significant portion of the screen space when up close the GPU rises to 80 degrees and whizzes like crazy. Therefore I think it has to do with some kind of intense layered or volume related calculations. Just my intuition here, as I am not that educated in modern 3d. Adding to point 4. for clarification - there is no problem with lone yellow markers. Only markers that have been placed over pois are hard to hit. Therefore it could be beneficial to have player's yellow markers have priority in click detection over others. To add - it would be nice to be able to delete chosen markers from registry. Maybe there is a way, but I could not find any.
Unity is really good at optimizing particles, but it can only do so much. Depending on what kind of LoD and render distance settings they are using for that particle emitter, that would easily explain the lag when you're close to it.