So I've been down a rabbit hole with this issue, and I can't seem to figure out if it's my computer, or if it's Factorio. I was thinking it was my computer, but I've seen some similar threads mentioning stutters, but those threads were on Linux.
It happens in game and during the menu animations.
All of my drivers are up to date, and my OS is pretty locked down in regards to Windows doing Windows things ( search indexing, background updates, telemetry ). Latest BIOS update.
Here are my computer specs:
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OS,Windows 11 (build 22631), Version 10.0.22631.4751
CPU,AMD Ryzen 7 7800X3D 8-Core Processor
Cores,16
RAM,64676
GPU,AMD Radeon RX 6800 XT
VRAM,16311
WindowWidth,3840
WindowHeight,2160
MaxTextureSize,16384
PowerState,NoBattery
2 x 4K screens at 60Hz. The monitor I play on has Freesync enabled, between 50-60Hz. The other does not.
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screenshots-threads-count,16
cache-sprite-atlas-count,1
cache-sprite-atlas,false
compress-sprite-atlas-cache,false
texture-streaming,true
streamed-atlas-physical-vram-size,0
sprite-vertex-buffer-size,1048576
max-texture-size,0
max-threads,8
graphics-quality,high
brightness,0
contrast,0
saturation,120
color-filter,protanopia
full-screen,true
minimize-on-focus-loss,false
enable-warning-icons-blinking,true
enable-arachnophobia-mode,false
show-fullscreen-flash,true
show-smoke,true
show-clouds,true
show-fog,false <--- happens with it on or off.
show-space-dust,true
show-decoratives,true
show-particles,true
show-item-shadows,true
show-inserter-shadows,true
show-animated-water,true
show-animated-ghosts,true
show-tree-distortion,true
additional-terrain-effects,true
light-occlusion,true
force-opengl,false
v-sync,false
high-quality-animations,true
high-quality-shadows,true
high-quality-terrain,true
elevated-rail-shadows,true
show-game-simulations-in-background,true
turret-overdraw-minimum-count,4
turret-overdraw-estimated-pixel-overdraw-thresho
skip-vram-detection,false
halt-rendering-when-minimized,true
runtime-sprite-reload,false
render-in-native-resolution,true
use-flip-presentation-model,true
debug-api,false
discard-buffers-on-begin-frame,true
video-memory-usage,all
texture-compression-level,high-quality
compress-virtual-atlas,true
optimize-for-low-vram,false
clear-atlas-debugging-data,false
dxgi-presentation-model,flip-discard
dxgi-action-before-present,none
dxgi-allow-tearing,false
dxgi-flip-do-not-wait,false
dxgi-present-restart,false
dxgi-swap-chain-buffer-count,0
dxgi-max-frame-latency,0
dxgi-adapter-index,-1
max-sprite-loading-threads,32
gpu-accelerated-compression,true
gpu-accelerated-mipmap-compression,true
wait-until-mipmap-generation-finished,true
check-for-unused-pixels,false
ogl-depth-buffer-bit-depth,0
ogl-accelerated-renderer,auto
ogl-double-buffered,true
legacy-gpu-no-mipmaps,false
force-linear-magnification,false
custom-mipmap-workaround,false
buffer-rename-workaround,false
disallow-high-bit-depth-sprites,false
disabled-opengl-extensions,
linux-preferred-video-driver,x11
The stutter mainly affects my FPS- dropping it down to 40 briefly. UPS doesn't seem to take as big of a hit- only going to 55 or so.
Here's a screenshot during normal, non-stuttering gameplay: Here's another screenshot during the stutter ( yes, it says 60 fps but it just recovered. I was down to 30-40 fps. ): AMD's driver app also detects it: It... I really have no idea what triggers it. I don't have that productive of a base, but it is physically large. Sometimes it triggers when things are burning, like when the bugs attack and the flamethrowers start burning walls. I've seen it start when the lightning started on Fulgora ( sick planet, btw! ). Seems to also happen when platforms are in transit. Maybe dust / fog related?
It doesn't happen when the game ISN'T fullscreen, but the frametime is just less consistent. Holds 60, but stutters down to 59 kinda frequently. It DOES happen on other machines of mine. Maybe something with the save file? Save is attached, and so is the performance capture.
I'll post an update with more observations later, but yeah this one is a real head scratcher.