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> How does Windstone run for you compared to other games such as Ark or any other game that is large and a seamless open world? Ark is a good comparison because it is built similarly and on the same engine.

I don't have Ark. All I got is

  • "Minecraft" Forge with OptiFine, 57 fps, 1920x1017 (windowed mode) => around 30 % GPU usage
  • "Rising Worlds" 80 fps, 1920x1080 => around 80 % GPU usage
  • "Assassin's Creed Origins" 56 fps, 1920x1080 => around 80 % GPU usage
    • I had this one on 1600x900, which lowered the GPU usage to 40%. Maybe I should try that with your game as well... EDIT: That res seems to be non-existent in your game as well as lowering it to the lowest 16:9 res still doesn't allow for a below 99% GPU usage 60 fps...
  • "Just Cause 3" (deleted for disc space reasons, but it ran smoothly)
  • "Shadow of the Tomb Raider" 59 fps, 1920x1080 => around 90 % GPU usage

that have a comparable large open world.

Rising Worlds is quite simmilar to your game - not from an lore standpoint, but viewing it from a graphics and gameplay perspective. Harvestable recources (trees even fall when choped down), foliage moving in the wind, etc. Here is a screenshot with performance overlay:


> Could you try running the performance overlay test again and record the difference between view distance settings when looking into the trees? If you do this, make sure it is at an angle where there are many trees far in the background also.

I tried, but there is not much to see, because 1) OBS doesn't like fullscreen apps and I don't know how to record that overlay and 2) the usage at 15 FPS just jumps around the 60% a bit and what you see is more the base randomness of the performance than actual results and at 30 or 60 fps it always stays at 99% and you cant see the usage rising from there...

(+1)

Sorry, I didn't mean record a video. I just meant record the data; take a screen shot as a record. Leave the fps setting at 60 and only change the view distance setting. View Distance has 4 stages which greatly reduces the number of mountain rocks, trees, boulders and foliage in the distance, which should increase your fps. 

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... and I ment it doesn't make much of a difference:

Direction I look:


Nearest:


Near:


Far:


Maximum:

Other Settings:


Interesting. So the map is lightweight - nicely done :)  [only 55% GPU usage]

On another note a "do you want to save" menu would be nice before closing or switching to the main menu. Because if you accedently forget about saving (or don't know yet, that it is a thing), you loose all your progress on close. I expected autosave like any other game like this has and was annoyed when I had to start all over the first few times. And when you die you think it is hardcore all the way the first few times untill you figure out that you can save manually. A "do you want to save" screen would probably guide you towards the idea that you can save manually from the pause menu.

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Thank you

Something is up if it's set to 60 fps but only getting 30, especially on the map screen. 

The gpu usage and overall performance is lower on the map screen because most objects are beyond the view distance at that height, which is why the view distance setting has such a large effect on fps when the map is closed. 

Is your gpu software capping your global framerate at 30?  

I must also reiterate that if you are holding a relatively steady fps while gpu usage fluctuates, that's great. High gpu usage isn't necessarily a bad thing if the framerate stays steady. It just means there's a lot of things to draw on the screen. Fps is the primary concern.

It would also be good to set everything to maximum and then check how view distance effects fps.

You should get better fps with everything set to maximum with the lowest view distance than everything set to low with the highest view distance. Although something else is capping your fps at 30 and the lowest it dropped is 29 so not much can be gleaned unless we figure out why your fps is capped.

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> Is your gpu software capping your global framerate at 30?

Im getting up to 85 fps on "Rising Worlds" so defnitly not.

> High gpu usage isn't necessarily a bad thing if the framerate stays steady. It just means there's a lot of things to draw on the screen. Fps is the primary concern.

Well it concerns me. I want to be able to touch my laptop without burning my fingers off, even though I dont have to as I use external input devices and a laptop cooler below it so neither i nor the table need to touch it most of the time. The next point would be the long term health of my laptop. The cooler it is the longer all the components stay in good condition.

> not much can be gleaned unless we figure out why your fps is capped

Maybe another bottleneck? hdd, memory, cpu? I'll look into it later.