PC Lets Talk Performance

Have others noticed VRAM usage capped at 2GB and do others feel this could be affecting performance. My gaming group (3 of us) all just moved to graphics cards that support 4 to 8 GB of VRAM and we all seem to see the same thing -- around a 2GB limit. Any thoughts from the devs if this limit could be easy to remove and could be a win for performance? Wonder why it even exist in the first place.

Cards for reference:

GTX 1060 (6 GB VRAM)

RX 580 (8 GB VRAM)

GTX 1050 TI (4 GB VRAM)

Side note is all three systems have 16 GB of system RAM and we all seem to use about 8 GB of system RAM for the game.

 
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What are the main GOTCHAs for performance jitteryness. I'm not talking your standard FPS/shadows/graphics settings ... but THINGS IN GAME that cause lag spikes.

My base is UNPLAYABLE right now, because every 1-2 seconds there is a half second jerking PAUSE and it's being caused by something IN THE BASE. Either wiring, the electricity bank, the solar panel, number of lights (we only have 4?), the shotgun turret, SOMETHING buildable in the game is causing massive lag spikes rapidly for both co-op players. Leave the area and everything reverts to normal.

 
What are the main GOTCHAs for performance jitteryness. I'm not talking your standard FPS/shadows/graphics settings ... but THINGS IN GAME that cause lag spikes.
My base is UNPLAYABLE right now, because every 1-2 seconds there is a half second jerking PAUSE and it's being caused by something IN THE BASE. Either wiring, the electricity bank, the solar panel, number of lights (we only have 4?), the shotgun turret, SOMETHING buildable in the game is causing massive lag spikes rapidly for both co-op players. Leave the area and everything reverts to normal.
I've historically had lots of problems with blade traps. It was super obvious as in an ally could switch them on above ground while I was deep in a mine and bam.... lots of stuttering and/or lag. Don't know if that helps.

 
I've historically had lots of problems with blade traps. It was super obvious as in an ally could switch them on above ground while I was deep in a mine and bam.... lots of stuttering and/or lag. Don't know if that helps.
Sort of ... we have blade traps, but they're not in the area of jitteryness and that area DOESN'T have the lag spikes.

I've heard (and seen) and pressure plates cause terrible lag, but we're not using them either.

I'm seriously wondering if it's the solar panel.

 
I'm seriously wondering if it's the solar panel.
In A16 it was claimed that solar panels cause lags.

I didn't have such problems but I heard from other players that they had massive problems after setting up such a solarpanel.

 
In A16 it was claimed that solar panels cause lags.I didn't have such problems but I heard from other players that they had massive problems after setting up such a solarpanel.
Oh . Fun. That damn thing cost me 90k+ with the panels in it. Would have been better off using engines.

 
A two player multiplayer game with two reasonably decent machines run this game on High settings at an average of 50 - 60 fps on normal days/nights and 25 - 50 on BMs. Been very stable for me thus far, which is an incredible step up from the early patches of A16. I had trouble running the game until A16.4 and even then it had issues on BMs.

My guess is the new spawning system. I get fewer zombies in wandering hordes and cities seem to have fewer wandering around. Granted, this could be on account of them all napping inside buildings now. Every building had a party going on at the time of the apocalypse and the general theme was Hide N Seek. XD

 
What are the main GOTCHAs for performance jitteryness. I'm not talking your standard FPS/shadows/graphics settings ... but THINGS IN GAME that cause lag spikes.
My base is UNPLAYABLE right now, because every 1-2 seconds there is a half second jerking PAUSE and it's being caused by something IN THE BASE. Either wiring, the electricity bank, the solar panel, number of lights (we only have 4?), the shotgun turret, SOMETHING buildable in the game is causing massive lag spikes rapidly for both co-op players. Leave the area and everything reverts to normal.
If you haven't try this:

1. Right click 7 days to die in Steam and choose “Show Game Launcher”

2.Make sure these boxes are checked

2.1 Show unity screen selector

2.2 Exclusive Fullscreen Mode

3. Run and save as default

4. Unity window will pop up and make sure “Windowed” is unchecked and select your desired resolution and press “Play”

5. When in the main menu choose Options -> Video -> make sure V-sync is turned off.

6. Profit!

(I pulled those from another thread on this forum.) Doing this made a huge difference for me and got rid of all of the jerky micro-stuttering I was seeing.

 
If you haven't try this:
1. Right click 7 days to die in Steam and choose “Show Game Launcher”

2.Make sure these boxes are checked

2.1 Show unity screen selector

2.2 Exclusive Fullscreen Mode

3. Run and save as default

4. Unity window will pop up and make sure “Windowed” is unchecked and select your desired resolution and press “Play”

5. When in the main menu choose Options -> Video -> make sure V-sync is turned off.

6. Profit!

(I pulled those from another thread on this forum.) Doing this made a huge difference for me and got rid of all of the jerky micro-stuttering I was seeing.
My lag spikes was confirmed as the solar panel charging the battery during the day. I disconnected the panel (and added an engine) and the lag spikes disappeared. I reattached the panel: llag spikes back. Detached the panel: lag spikes gone

 
Hi guys,

first of all I must label myself as a Linux player and so many of the issues described here doesn't appear at all, so I'm lucky after all.

As far as I've seen there is a huge memory problem with trees: you cut down them your framerate will rise so don't plant too many.

Then I've seen another huge issue with indoor sections: it seems that just a single z may cause some heavy drop... is it not strange that? Indoor sections shouldn't be easier to render than a huge outdoor world? I do not know just saying: not an expert programmer.

Apart from that the game flows like a river, no long time sessions degradation oh and before I forgot: that V-sync trick works PERFECTLY even in Linux granting you a 10%-15% frames increase.

I hope now to not go OT because I would like to ask something more general: is it not time to fix these issues on performance after 17 releases?

I know the question may appear dumb but it's not because I would like to attach it to the news about A18.

I've read about new signs, new weapons and even more and more and more... new temporary buffs.

Now come on guys: after 17 releases do you really think 7D2D lacks some... more temporary buffs? Maybe someone in the world like these personally I hate that (even in hack'n'slash games where they could be game changer) and I must be honest with ya: temporary buffs are not what this game is lacking. I like survival games because they could became soooo immersive but on this side new versions of 7D2D are not adding anything.

Ok I don't want a misunderstanding: I don't like buffs but ok I respect people who loves them. So ok add them in a research facility... how come that a buff is found on some walking body or in some house in drawers? At least force them into a safehouse.

Another example: animals just spawn... why not assigning them to a nest? In the nest there is also the huge egg producer and THIS thing may justify a new weapon.

...to not talk about the fascinating underground story completely left to itself for 17 releases: newspapers and that's it?

I do not know if TFP coded this game saying: ok let's try to do something minor, but the truth is this could have been the top survival ever.

Instead we're adding... buffs somewhere, no reason. New weapons, no reasons to have that: to kill cops? I do not know. Not bad at all adding these but these additions are cute until A10 then they begin to lose value, in my opinion.

I respect everyone work so if you think that A18 needs new signs and new buffs it's perfectly fine for me.

After 17 releases, as a customer before and now as a fan, I expect something like:

- a 3D engine at least optimized (for each new tree I'm planting I fear performance issues - not so immersive)

- 'realistic' and not impalpable zombies (how come that 25 z's may attack the same block? Physically there is not space, they overlap themselves like in 80's games :) )

- not genius zombies or at least a minor percentage (how come that a z's group may run along the base perimeter to enter just in the weak spot miles away? :) How they even know that there is this spot? :) At least give them a try & fail percentage)

- Vulkan or no Vulkan? Vulkan is just a winmain ('Please note that Vulkan is not yet fully supported') and then purple screen. After 17 releases or is there or it isn't come on guys :)

- 7D2D is already a self sustaining game: the best thing now (after 17 releases) is adding things to give a new sense to the world. Ok do you want to add C4? Fine: let's link it to some ore which you may extract only with explosives and not with standard tool.

- ...and many more...

So I hope my point is unraveled: you brought us 7D2D and for that you deserve a HUGE thank you. Now I've the feeling that is time to invest into some major issues... but I'll like 7d2d even if you want to add a wonderful new brand line of temporary buffs :p which we can use while the engine is traveling at the light speed of 15fps because 10 z's are on the screen :p

I'm joking and exaggerating of course: happy coding and happy playing.

Best regards.

 
I hope now to not go OT because I would like to ask something more general: is it not time to fix these issues on performance after 17 releases?

I know the question may appear dumb but it's not because I would like to attach it to the news about A18.

I've read about new signs, new weapons and even more and more and more... new temporary buffs.
Sorry to say, but IMHO you did go OT, just too many topics in your post. And you seem to be on the wrong war path too. A18 (as far as I know) will not get temporary buffs. Where did you hear that nonsense?

If you are refering to madmoles books, those buffs are permanent.

 
Well i'm sure some of the things Maguvas writes about are due to him not reading the forum as feverly as many of us here, which gives us a lot of info on many different topics. Just recently went through the General Discussion pages seeking one of my older threads and was astounded how many there were created after E17 came in (some of which were duplicates).

 
Sorry to say, but IMHO you did go OT, just too many topics in your post. And you seem to be on the wrong war path too. A18 (as far as I know) will not get temporary buffs. Where did you hear that nonsense?
If you are refering to madmoles books, those buffs are permanent.
Sorry man: I didn't mean to be on war. I'm referring exactly to that madmoles: I've read something about them in A18 something like more madmoles books and I couldn't figure out the reasons to add them.

I mean: there are some other things to be worked at.

Sorry again.

 
Well i'm sure some of the things Maguvas writes about are due to him not reading the forum as feverly as many of us here, which gives us a lot of info on many different topics. Just recently went through the General Discussion pages seeking one of my older threads and was astounded how many there were created after E17 came in (some of which were duplicates).
Hi,

You're exactly right :)

I must admit from 16.4 to 17 I came here feverly as you proprly said :) hoping for something to make the game world richer and I'd prefer now on the A18 to stick more on reality and less on expectations.

TFP has done a huge work fixing things in A17 but more than one year after 16.4 still we can't talk about vulkan performance and instead we 'must' talk about madmoles book... I must admit to be disappointed.

So, sorry for the OT and let's talk about performance :)

 
Sorry man: I didn't mean to be on war. I'm referring exactly to that madmoles: I've read something about them in A18 something like more madmoles books and I couldn't figure out the reasons to add them.
I mean: there are some other things to be worked at.

Sorry again.
I'm sorry. Just my fondness for flowery speech, didn't mean it as an accusation, more as info that your post had too many topics to be "effective".

 
I'm sorry. Just my fondness for flowery speech, didn't mean it as an accusation, more as info that your post had too many topics to be "effective".
No problem... and by the way you're right pointing out that :) too much disappointment in A17 and I wrote here everything.

So apart from my first post: why do you think TFP has underestimated so much the performances area? I mean: if you release and alpha monthly it's fine to say we'll look at it but an entire life was spent in doing A17 to have a choppy world with new vehicles.

Ok saying it's done when it's done but at least they should have a plan even to look at performance. On my pc I can play unreal engine 4 shenua sacrifice at maximum but I must buy a SLI new configuration for 7d2d? :)

 
Have others noticed VRAM usage capped at 2GB and do others feel this could be affecting performance. My gaming group (3 of us) all just moved to graphics cards that support 4 to 8 GB of VRAM and we all seem to see the same thing -- around a 2GB limit. Any thoughts from the devs if this limit could be easy to remove and could be a win for performance? Wonder why it even exist in the first place.
Cards for reference:

GTX 1060 (6 GB VRAM)

RX 580 (8 GB VRAM)

GTX 1050 TI (4 GB VRAM)

Side note is all three systems have 16 GB of system RAM and we all seem to use about 8 GB of system RAM for the game.
I have a 1060 with 6 gigs of ram. If I play at the "half" texture setting, the card uses about 2 gigs of ram. If I play at the "full" texture setting the 1060 uses 6 gigs of ram. Perhaps you are all set at "half" textures?

 
No problem... and by the way you're right pointing out that :) too much disappointment in A17 and I wrote here everything.
So apart from my first post: why do you think TFP has underestimated so much the performances area? I mean: if you release and alpha monthly it's fine to say we'll look at it but an entire life was spent in doing A17 to have a choppy world with new vehicles.

Ok saying it's done when it's done but at least they should have a plan even to look at performance. On my pc I can play unreal engine 4 shenua sacrifice at maximum but I must buy a SLI new configuration for 7d2d? :)
One thing is that we are still in the experimental phase of their development. TFP's opinion is that EA means they do their experiments as freely as possible and just make sure that they get a somewhat working version out from time to time for players to inspect.

While they are changing systems around, chances are that many optimizations would be made obsolete by later changes or even counter-productive (as optimizations usually make assumptions about the data that may change later and produce hard to find bugs). Optimization usually is done in the beta or lets call it polishing phase. I would guess they have to really start entering beta in the summer if they want to release 1.0 at the end of the year.

Another thing is that a voxel world put on top of an engine (i.e. Unity) that is optimized for rendering polygons is not optimal. Voxels always have been resource-intensive and were always behind in FPS to conventional rendering engines. While Unity was probably necessary so they don't have to built up everything from ground up, they will have a hard time optimizing anything inside the unity engine. There is a limit to the optimizations they can achieve down there.

My guess is that the amount of voxels that have to be juggled every second is simply bringing the data busses and CPUs on the PCs to their limits. Not much left for all the other necessary tasks like path finding and animation, all of which also need lots of data to be moved.

TFP said they are looking at optimizations but in the development of A17 it seems many of the optimization wins were countered by features that cost cpu and cpu cycles again. Now they might have a hard time finding further worthwile improvements. I'm sure they will be able to still improve the engine in the beta phase but the times where 7D2D would run on a potato are probably over.

 
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