1. Booted up the game, Space Age active. Entered a barely-started Space Age save.
2. Noticed some stutter a few minutes in; never happened to me before on this PC, much less while I'm still at the manual mining stage. Saved and went back to main menu to look at graphics options, see what might be wrong. Then I noticed that any time the background game simulation is set in space or on Gleba, there's hefty stutter. Other notable examples are the wildfire simulation on Nauvis and the Gleba under assault simulation (the one where pentapods of all kinds are destroying a base around some agri towers - the game outright slows down during that one, as visible by the speed rockets go).
3. Buttery smooth experience. Which was the case before - when I first installed and loaded up with Space Age enabled on version 2.0.7, I sat through all background game simulations and never noticed any stuttering - and my graphics settings have remained unchanged.
4. Every simulation which stutters stutters every time. I tried fiddling with settings, messing with atlas size and video memory usage to see if it could ease stuff out but to no avail.
I didn't have any significant GPU or CPU tasks running other than Factorio and still had a good 40 or so GB of RAM free. Running on macOS, 5K Retina screen. PC specs are: 3.6 GHz Intel Core i9 CPU, 64 GB 2667 MHz DDR4 RAM, Radeon Pro Vega 48 8GB graphics unit.
Log file attached.
[2.0.13]Systematic stutters during specific circumstances
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- Burner Inserter
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[2.0.13]Systematic stutters during specific circumstances
- Attachments
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- factorio-current.log
- (6.98 KiB) Downloaded 5 times
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- Burner Inserter
- Posts: 14
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Re: [2.0.13]Systematic stutters during specific circumstances
Managed to capture it in-game today, running 2.0.15. Don't really know why it's happening. Relevant files attached/linked.
From what little I could gather, the stutter seems to occur when the "Render" count is lower, under ~2.0.
From what little I could gather, the stutter seems to occur when the "Render" count is lower, under ~2.0.
- Attachments
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- Main-SpaceAge.zip
- (4.85 MiB) Downloaded 3 times
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- Screenshot taken during stutter event period
- stutterScreenshot.jpg (10.09 MiB) Viewed 150 times
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- Screenshot taken between stutter periods
- normalScreenshot.jpg (10.22 MiB) Viewed 150 times
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- factorio-current.log
- (7.64 KiB) Downloaded 3 times
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- Manual Inserter
- Posts: 1
- Joined: Sat Nov 16, 2024 11:42 am
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Re: [2.0.13]Systematic stutters during specific circumstances
For me its the same.
Small game freeze start in gleba when big packs. of monsters starts to rush on my base.
Its pathfinding or i dont know.
Every time monsters start to rush in big packs i got small freeze. It never happens in nauvis doesnt matter how big was the attack but...
It happens every time in gleba.
My Base its not big. Its not even 200 science per minute so its small. Just few small outposts in every Planet inculding gleba.
I have i7 13700kf and rtx 4090 with custom watercooled on SSD PCIE 4.0. I checked everything inculding single threaded usage and in game statistics its never going higher than 2.5 ms Total in terms of engine calculation.
This problem remembers me older version of Base factorio when biter attack was not optimized and in that day there was always be stutters when to many monsters trying to pathfinding / rushing.
Small game freeze start in gleba when big packs. of monsters starts to rush on my base.
Its pathfinding or i dont know.
Every time monsters start to rush in big packs i got small freeze. It never happens in nauvis doesnt matter how big was the attack but...
It happens every time in gleba.
My Base its not big. Its not even 200 science per minute so its small. Just few small outposts in every Planet inculding gleba.
I have i7 13700kf and rtx 4090 with custom watercooled on SSD PCIE 4.0. I checked everything inculding single threaded usage and in game statistics its never going higher than 2.5 ms Total in terms of engine calculation.
This problem remembers me older version of Base factorio when biter attack was not optimized and in that day there was always be stutters when to many monsters trying to pathfinding / rushing.
Last edited by Michalinos on Sat Nov 16, 2024 11:58 am, edited 1 time in total.