Framerate and Performance: Difference between revisions

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===Advanced Tips for Maximizing Performance=== <!--T:5-->
===Advanced Tips for Maximizing Performance=== <!--T:5-->
1. If, in Single Player, you run into large lag spikes after several minutes of play, and you have 8 GB or less RAM, you could be bottlenecked by lack of system memory. Due to modern memory compression, you should be able to run the game on most systems with low RAM, but it is advisable to consider purchasing more RAM in order to reduce the load on system paging and the associated extra CPU cycles required. Buying 4-8 GB more RAM is quite cost effective in comparison to a new graphics card or CPU. It is also an option to run a dedicated server on another computer on your local network to reduce RAM usage and free up CPU threads.  
1. If, in Single Player, you run into large lag spikes after a few minutes of play, and you have 8 GB or less RAM, you could be bottlenecked by lack of system memory (in extreme cases it can also crash with OutOfMemory exceptions, including graphics OutOfMemory issues). In the game settings, try reducing view distance to 256 blocks, 192 blocks or even less and then you should be able to run the game on most systems with low RAM: it is also wise to close your web browser and all other running programs. If it's your own computer it is well worth considering purchasing more RAM, upgrading to 16GB ideally. Buying more RAM is quite cost effective in comparison to a new graphics card or CPU.  
 
Another option is to try playing the same game in multiplayer. You can run a dedicated server on another computer on your local network (copy the save file over to it, run VintagestoryServer.exe, and connect to it using its IP address) or you can rent an online server (for example, the VintageHosting service).  A multiplayer game has reduced RAM usage and reduced % CPU usage on your gaming computer.  


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3. Vintage Story has a wide range of graphics settings.  Adjusting these up or down, and switching on or off the fancier elements, can have a huge effect on performance.  The tooltips on each control on the Graphics settings page should give you some pointers.  Switching off Shadows, SSAO and Bloom will have the biggest effect on framerate for most people. Even dropping your Shadows and SSAO from the highest settings down a notch should grant a significant gain in framerate or frametimes.
3. Vintage Story has a wide range of graphics settings.  In the Settings menu, Graphics tab, click "Show all available settings" to see them all.  Adjusting these up or down, and switching on or off the fancier elements, can have a huge effect on performance, especially on older or mid-range graphics cards (GPUs).  The tooltips on each control on the Graphics settings page should give you some pointers.  Switching off Shadows, SSAO and Bloom will have the biggest effect on framerate for most people. Even dropping your Shadows and SSAO from the highest settings down a notch should grant a significant gain in framerate.
 
Also check that you didn't limit framerate accidentally in the Graphics settings page by setting "Max FPS" to too low a figure - while tweaking framerate performance it's probably best to set that to Unlimited.


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''Large view distances have an effect not only on the framerate (fps) on screen, but also performance throughout the game.  If everything is sluggish or there are frequent lag spikes, try turning down the view distance.  The game is balanced to be smooth and playable on most modern PCs at view distances around 256 blocks to 512 blocks, depending on your hardware.  Playing at above 512 blocks is certainly possible on most PCs - but long-term play at such large view distances with max graphics is best left only for high-end gaming PCs who followed the advice in step #1...''
''Large view distances or unusually high world heights have an effect not only on the framerate (fps) on screen, but also performance throughout the game.  If everything is sluggish or there are frequent lag spikes, try turning down the view distance.  The game is balanced to be smooth and playable on most modern PCs at view distances around 256 blocks to 512 blocks, depending on your hardware.  Playing at above 512 blocks is certainly possible on most PCs - but long-term play at such large view distances with max graphics is best left only for high-end gaming PCs who followed the advice in step #1...''




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4. The game supports 4k screens.  Even so, the size of that screen places higher demands on the GPU and so framerates may be lower.  On ultra-HD monitors, you can experiment with turning down the resolution to a lower HD setting like 1920x1080. You can also use the in-game option for Resolution scaling that will run the game's native rendering at a lower resolution but maintain the scaling of your UI.
4. The game supports 4k screens.  Even so, the size of that screen places higher demands on the GPU and so framerates may be lower.  On ultra-HD monitors, you can experiment with turning down the desktop resolution to a lower HD setting like 1920x1080. You can also keep an ultra-HD desktop resolution but use the in-game Graphics settings option for Resolution scaling, for example 50% or 75% resolution will still look good on a 4k screen, but with much less burden on the GPU - effectively it scales down the resolution of the scene for drawing purposes but then sharpens it to maintain a crisp appearance at 4k resolution.




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5. Make sure your CPU is not overheating and therefore "thermally throttling".  If you run Vintage Story with no VSync and unlimited frame rate, it will push one of your CPU cores to 100% permanently. That in turn will cause the CPU internal temperature to rise.  You can monitor temperatures using a free 'Hardware Monitor' tool, or just listen to the fan noise ramping up! If the CPU internal temperature is approaching maximum allowed levels (90-100 °C on a modern CPU, that's hot enough to boil water) then the CPU should automatically switch to running slower than its maximum speed, this is "thermal throttling".  This will slow down the game's performance.  To prevent this thermal issue, use VSync or max frame rate limits to prevent your CPU cores reaching 100% usage.
5. Make sure your CPU is not overheating and therefore "thermally throttling".  If you run Vintage Story with no VSync and unlimited frame rate, it will push one of your CPU cores to 100% permanently. That in turn will cause the CPU internal temperature to rise.  You can monitor temperatures using a free 'Hardware Monitor' tool, or just listen to the fan noise ramping up! If the CPU internal temperature is approaching maximum allowed levels (90-100 °C on a modern CPU, that's hot enough to boil water) then the CPU should automatically switch to running slower than its maximum speed, this is "thermal throttling".  This will slow down the game's performance.  To prevent this thermal issue, use VSync or max frame rate limits to prevent your CPU cores reaching 100% usage - limiting the max frame rate to something sensible like 60fps or 72fps allows the system to rest for a short while between frames, and therefore reduces the chance of overheating.  At unlimited frame rates GPUs can also overheat and thermally throttle, again the solution is a combination of proper cooling of the GPU, and not pushing graphics settings to their max limit.


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6. 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.


6. If your settings seem well adjusted most of the time but you still experience occasional short, stuttering lag spikes especially when moving larger distances across the world, try '''increasing''' the Chunk upload rate limiter setting.  First try increasing it to its maximum setting, fly around the world some distance, and if that has fixed the lag spike problem, in slow steps bring the slider back down to a level which still does not produce lag spikes.  (The game cannot automatically adjust this setting, the correct value depends on the unique combination of your graphics hardware's capabilities, overall system speed, and other adjustable graphics settings such as view distance.)
7. In Single player or if using your own server (see #1 above), you can tweak server performance by adjusting the "servermagicnumbers.json".  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 and above has a change that slightly improves this, we hope to do even more to work around it in future versions, but 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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9The Occlusion Culling graphics setting is recommended on any modern multi-core CPU (4 cores or more) - it uses one additional CPU thread but leads to less work for the GPU. This can drastically increase performance while playing with high render distances.
7There'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 and above has a change that slightly improves this, we hope to do even more to work around it in future versions, but 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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10For very low end hardware, it can help to play on worlds that are only 192 or 128 blocks tall.
8The Occlusion Culling graphics setting is recommended on any modern multi-core CPU (4 cores or more) - it uses one additional CPU thread but leads to less work for the GPU. This can drastically increase performance while playing with high render distances.


9For very low end hardware, it can help to play on worlds that are only 192 or 128 blocks tall.  
11Some game scenes are more complex and will lead to FPS drops for most players. Examples are deep forests with many leaves, towns with many chiselled blocks, and the Resonance Archives.  




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See also [[Troubleshooting_Guide#Game_Runs_Slow|Troubleshooting Guide]]
See also [[Troubleshooting_Guide#Game_Runs_Slow|Troubleshooting Guide]]


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