Ship Simulator

English forum => Ship Simulator Extremes => General discussions => Topic started by: MokMok on January 08, 2011, 13:26:17

Title: Why is SSE2010 so slow?
Post by: MokMok on January 08, 2011, 13:26:17
Why is SSE2010 so slow. It has to do with that:


That's why it would have been better if Vstep developed and released on payment an extra add-on for SS08. With this add-on the ships of Greenpeace, the Coastguard Cutter and the Calais-Dover environment could be added to SS08. Players asked for this environment, didn't they? Some small bugs of SS08 could be also fixed with this add-on.
Title: Re: Why is SSE2010 so slow?
Post by: Tomaten on January 08, 2011, 13:48:13
No.....
Look at Flight simulator!
Lots of things and details in that.
The differences?
FS have been under development for many many years.

Everything is about optimization!
If you know how to optimize, you can do anything.
Title: Re: Why is SSE2010 so slow?
Post by: Robert67 on January 08, 2011, 14:56:20
Its not the point

CGU Load and CPU load are too low

My CGU load is only 35%
http://www.3dcenter.org/download/nvidia-inspector

My CPU Load only 30% one kernel.

And then 8-10 FPS  :thumbdown:

Why use SSE not my hardware full?

Title: Re: Why is SSE2010 so slow?
Post by: Ule on January 09, 2011, 09:21:22
Even any overclocking of the GPU does not show any improvement. Following performance improvement have been promised: "Performance Improvement: Allow the game to allocate more memory, upto 3GB, on 64-bit systems"
I see no "Performance Improvement"

Greetings Uli
Title: Re: Why is SSE2010 so slow?
Post by: TNeves on January 09, 2011, 20:14:26
I didn't see any CPU improvement, and the game don't even uses one of the cores at 100%. About the memory, the game uses around 1GB, which is very good, at least for me, because the game runs smoother with everything maxed out.

I don't really understand why some people complain, and sometimes I see people with better computers than mine. That, is what I think it is strange.
Title: Re: Why is SSE2010 so slow?
Post by: Captain Spencer on January 09, 2011, 22:07:57
Guys,

The game has had performance improvements because in the BETA editions before the final my game did run a little quicker. However, the important thing to notice is that the game now has more functionality than previously, and these new features have most likely taken up the performance increase to run them.

I understand why everyone is so frustrated, I cannot run the game fantastically well here on my system, and I do think the game should be able to run perfectly on some of the moster computers on this forum.

All in all, the game is improving as time goes on and if you have a problem with the game running slow create a new topic or see the optimising topics stickied in the SSE forums :)
Title: Re: Why is SSE2010 so slow?
Post by: MokMok on January 09, 2011, 22:43:19
@Captain Spencer:
Quote
The game has had performance improvements because in the BETA editions before the final my game did run a little quicker. However, the important thing to notice is that the game now has more functionality than previously, and these new features have most likely taken up the performance increase to run them.

I think that SSE2010 should have options for enabling or disabling some new features which aren't realy necessary and which takes away any performance. If you want a higher performance, you disable some features, so a more basic version of SSE2010 remains. If you want more features, you enable them, but it will be at the expense of performance.
Title: Re: Why is SSE2010 so slow?
Post by: Captain Spencer on January 10, 2011, 00:36:25
Hi Mok Mok,

That would just annoy users by stopping people from having features they want because of their PC. The graphics settings should be enough for some users, both in-game and by using their ATI/NVidia control panel.
Title: Re: Why is SSE2010 so slow?
Post by: mvsmith on January 12, 2011, 00:21:57
Here are some interesting results from investigating causes of low frame rates, which you can try:
In the mission editor, load the Atlantic environment and place a player cutter.
Fill in the Mission Properties panel with your forum name and Cutter selected as the player ship.
In the Ocean Settings, set all wave heights to zero.
Save the mission—DO NOT UPLOAD—and run it.
In external view from astern, zoomed out, I got 15 FPS.
Switching to helm camera and zooming in on a blank overhead, I got 23 FPS. (There is a minimum amount of rendering to do)
Back to camera #1 and 15 FPS, I turned off the overlay controls with the C key.  This gave me 27 FPS.
Turning off everything including chart and conning circle with the Tab key gave me 30 FPS.
If you try this in free roam instead of struggling with the editor, you will get much lower frame rates because of the AI, even if you set the wind velocity to zero. “Wind” in free roam is really a wave height control; it is not the same as the wind setting in the editor’s Weather Sim.

Just for fun, I set Cutter’s visibility to false, leaving only the RIB and smoke—and the bow wave if you advance the throttles. In helm view, you can also see controls and indicators to give you an idea how much it costs to display that stuff.
Incidentally, this also explains the ghostly lights-with-no-ship seen in campaign missions: The visibility of the ship was false, but that does not hide stuff attached to it in the ME or ship editor. Remember that when you want to hide a ship in a mission.