Hi folks,
I know it used to be a huge thing that people could talk about for hours, wether it decreased performance or not on Legacy but I want to talk about it in the new version. It was perfectly fine at the beginning, working so good there was no way to remove it. But now it has been upgraded (devblog33:
http://playrust.com/devblog-33/) and it feels to me like it has a huge performance impact. (I can't recall exactly when this started but I think it was around the time of this devblog) Sometimes i'm in a huge field of grass, withtout trees or building or anything and my fps is down to 25-30. When i'm in the desert or in the snow it goes up to 70 stable.
Is it just me or you guys have the same feeling? I don't want it to go, I want it to be back to awesome AND performance friendly x).
MrGoodKill
Since you are so behind reading devblogs you should read the one posted the week after the one you linked http://playrust.com/devblog-34/
Performance is a joke right now, there’s no denying that. The game uses too much memory and it runs like shit most of the time. It’s not caused by grass.
Right now we’re exploring 3 avenues.
1. Terrain rendering. The terrain shaders were meant to be faster and better looking. Right now they’re definitely better looking but they’re much slower than the default option. Diogo is adding some shader LODs to ease this off a but – but it’s looking likely that we’ll have to end up finding a compromise here to get the game back up to speed.
2. Trees. We’re suffering a lot with the performance of trees. We think we’ll get a big performance benefit if we include the trees internally as part of Unity’s terrain system because it does a bunch of batching and automatic LOD handling. Andre is experimenting with that now. If it goes ahead we’re somewhat limited by it – because right now in Unity if you want to update one of these trees you have to update them all.. which means if you knock a tree down we have to update the entire system of 30,000 trees. This is taking about 300ms in our tests – which is a noticeable hitch – but might be worth it.
3. Physics. Tied somewhat to the tree issue. Some of the trees right now have about 10 colliders. Some of the rocks have 500 polygon collision meshes. There’s 30,000 trees – 10,000 rocks. We have no idea how this is affecting performance on the client or the server. Whether this is responsible for the massive memory usage, whether it’s generating a lot of CPU usage. This is something we’re looking into.
So sorry, yes, we know. We’re doing stuff, we’ll talk about it more from now on.