Empyrion - Galactic Survival

Empyrion - Galactic Survival

Reforged Eden 2 Beta
Thruster Effects and Framerates
Hi,

I recently added a reply to a post in the vanilla game's forums regarding thruster effects and framerates, but I have little faith that the devs of the game will read it, so I'm posting it here so that perhaps the devs of RE2 will consider helping people like me out.

I can confirm that the thrusters seem to kill framerates.
My specs:
CPU: Intel Core i7 9700K @ 3.60 GHz
GFX: Nvidia Geforce RTX 2070 Super
RAM: 32GB (can't remember details, but probably not relevant here)

I start a Creative: Temperate Orbit with the CV and station.
If I look away from the CV and station, I start with 100 FPS+
I spawn this blueprint, a Millennium Falcon A12 (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2174781563), which starts with all systems on.

Framerate tanks to 18. Screenshot

If I turn just the thrusters off, my framerate goes up to 76. Screenshot

I turn to look at MS Titan (thrusters on), frame rate is 104. Screenshot

If I get close to it, the frame rate drops to 46. Screenshot

If I turn off its thrusters, frame rate goes up to 70. Screenshot

It's definitely something related to the thruster effects, possibly the rippling distortion.
When you get far enough away, it must not render those effects, which saves your framerate.

If an option can be added to the graphics settings to remove the offending effect, it would greatly help many people.
Last edited by Lt.Fenix; 27 Aug @ 10:24pm
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Showing 1-3 of 3 comments
ravien_ff  [developer] 27 Aug @ 10:24pm 
You would need to direct this feedback to Eleon as scenarios cannot alter vanilla models, add custom thruster effects, or change the game's UI.
Lt.Fenix 27 Aug @ 10:29pm 
Hmm, okay. I'll try posting on the forums at their site.

Unrelated question: I've seen that you've added longer ramps blocks 1:3, to be specific. Any chance you might add longer ones, 1:4, 1:5, and possibly 1:6?
ravien_ff  [developer] 27 Aug @ 11:55pm 
Probably not, as each material, shape, and size takes up a separate block ID.
Again, better suggested to the game devs who can add actual new block shapes without needing a block ID for each shape.
Last edited by ravien_ff; 27 Aug @ 11:56pm
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