Framerate and Performance: Difference between revisions

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===Maximising performance===
===Maximising performance===
1. If you are playing Single Player, for maximum performance and stability - on a PC with at least 16GB of RAM and a modern CPU - you can set up a dedicated server on your own PC, instead of playing Single Player.  So you copy/move your saved game world into the server's Saves folder and run VintagestoryServer.  Then start the game client and connect to the server you made as if it's multiplayer, the address of the server on your own machine is always 127.0.0.1.  This should be straightforward - it's not normally necessary to set up port forwarding or firewall permissions if playing on a server which is running on your own PC.
1. If you are playing Single Player, for maximum performance and stability - on a PC with at least 16GB of RAM and a modern CPU - you can set up a dedicated server on your own PC, instead of playing Single Player.  So you copy/move your saved game world into the server's Saves folder and run VintagestoryServer.  Then start the game normally, in the main menu click on Multiplayer and and connect to the server you just made, the address of the server on your own machine is always 127.0.0.1.  This should be straightforward - it's not normally necessary to set up port forwarding or firewall permissions if playing on a server which is running on your own PC.


'''Strongly recommended for the new higher view distances above 1024, or any high view distances really!'''
'''Strongly recommended for the new higher view distances above 1024, or any high view distances really!'''
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''Why this helps: it means the server part of the game (which generates and runs the world) and the client part of the game (which produces what you actually see on screen) can each run separately in their own memory space, without conflicting with each other and with reduced lag spikes. You'll be less likely to run out of memory at high view distances.''
''Why this helps: it means the server part of the game (which generates and runs the world) and the client part of the game (which produces what you actually see on screen) can each run separately in their own memory space, without conflicting with each other and with reduced lag spikes. You'll be less likely to run out of memory at high view distances.''


Alternatively if you have a laptop or similar which cannot do this, but there's another PC on the same network, try running a dedicated Vintage Story server on that other PC and connecting to it over your local network.
Alternatively if you have a laptop or similar which cannot do this, but there's another PC on the same local network, try running a dedicated Vintage Story server on that other PC and connecting to it over your local network.  This may need the firewalls to be set to allow Vintage Story to have network access on both PCs.




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7. If you followed suggestion #1 above, you can tweak server performance by adjusting the "magic numbers".  The magic numbers default values are aimed at a typical Vintage Story multiplayer server with let's say 3 or 4 players, playing over the internet, so some of them can be increased if it's only 1 player on your own machine.
7. If you followed suggestion #1 above, you can tweak server performance by adjusting the "magic numbers".  The magic numbers default values are aimed at a typical Vintage Story multiplayer server with let's say 3 or 4 players, playing over the internet, so some of them can be increased if it's only 1 player on your own machine.
8.  There's a known issue on Radeon graphics cards - including high end Radeon cards - about GPU availability, more like memory lock contention.  The issue is normally only seen on max graphics settings (with shadows enabled) and is most obvious when moving across the map so that a lot of new map loads, there can be noticeable frame rate drops and stutter.  Game version 1.15.7 has a change that slightly improves this, we hope to do even more to work around it in future versions, but ultimately it is a hardware/GPU issue.  For anyone bothered by the issue, a solution is to ease the pressure on the GPU by turning down some of the top end settings (SSAO and Shadows, or reduce the MaxFPS) so that the GPU has some idle time each frame.




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