Fixed Massive FPS loss when aiming drill on shoreline [8276]

Discussion in 'Fixed (Read Only)' started by Garaman, Dec 3, 2021.

  1. Garaman

    Garaman Captain

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    Build: 1.7 3612 (Experimental)
    Mode: Creative (presumed survival also)
    Mode: Single Player

    Reproducibility: Always
    Severity: Minor, possibly major

    Type: Water

    Summary: Aiming a drill or survival tool at the terrain on a shoreline can result in a massive FPS drop.

    Description: Not quite sure what's causing this, but something about the projection of the blue digging marker on a drill or survival tool causes a massive FPS drop if you are standing in and looking at a temperate shoreline. This does not always occur, and oddly in the case I noted only occurs when facing south but not north. My graphics settings are on high running on an RTX 3080 and at times it can grind to only a few FPS (see video). Changing the water quality settings to low fixes it, but on medium and high it manifests.

    Steps to Reproduce:
    1) Load attached savefile. It is a new creative session on the temperate planet. You should be standing at a shoreline.
    2) Look around your current location without any tool equipped, especially at your feet facing south. The FPS will be fine.
    3) Now equip either the drill or the resource mode of the survival tool and repeat the process. Your FPS should tank at certain points.
    4) Change water quality setting to low and repeat. The FPS will be fine.

    Screenshots, Crash Logs, any other Relevant Information or Download links:
     

    Attached Files:

    #1
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  2. Germanicus

    Germanicus Rear Admiral

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    Can you activate the FPS Counter next time?
    Yes, I know how deep the FPS drop on shore lines myself.:NewWink:
     
    #2
  3. Garaman

    Garaman Captain

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    I'll try to remember to do that in the future when I log performance issues. In this case the numbers don't matter, it goes from playable to wtf pretty obviously.
     
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  4. Pantera

    Pantera Administrator Staff Member

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    Thanks for reporting this a fix will be available in the next experimental release next week.
     
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