Farthest Frontier v0.7.5 + Hotfixes

I’ve got a 12900k and a RTX 3080 and get like 15fps with bad stuttering at 1000 population (reached the population cap)

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It does depend a little on if their devs really understand multithreaded programming. Most game devs don’t, so with games like this, as population grows, the game just get slower and slower. They try and optimize their main loop, but at the end of the day, if they don’t build a good multi-threaded system, it won’t scale.

I’m having a lot of fun with the game (reached the 1000 population limit) - I hope they get it solved.

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I’m on a i7 7700 and GTX 1060-6G at 1080p. For unknown reasons, I see stuttering with 10-15 fps is a common thing in the range between the 5th minute and the 15th minute of playing after loading a savegame. Usually this phase lasts for 1 minute, happening anytime in the range described above, with CPU usage reaching 100%. After that, the CPU peak dissipates and the game becomes smooth again until I decide to save and stop playing.

Starting to have the exact same issues. Right around 750-800 it def became more of an issue for me. Fingers crossed for something soon though!

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I get what you’re saying here, if all their functions are reasonably optimized already.

As a hobbyist I assume I am behind the curve on using techniques such as big O notation to minimize the number of operations. But if not already in use such optimizations could be transformative.

I am rooting for them to nail this.

Ugg, I understand what you’re saying but now I’m paranoid the programmers don’t know how to program for multi-thread now that you brought it up. LOL I hope they do know how though. This game is going to be awesome but I hope it doesn’t get ruined by not knowing hot to optimize it. :thinking:

I have a Ryzen 9 3900X - 12 Core processor, 64 gigs RAM, 2080Ti Card with M.2 SSD and I start to see stuttering with 300 population. Nothing severe but that’s when the skipping starts.

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yeah i wouldnt worry too much about skills needed to parallelize stuff around, you have jobs package shipped with unity that really requires only reading skills to implement. And seeing what they have done so far, i wouldnt worry about a lack of skills (at worse it’s a timeline issue).

I’d worry more about basic unity stuff like … the UI : If they implemented the base/old unity UI system then performance linked to UI will remain shitty whatever you parallelize (that stuttering when you open inventory / villagers overview…)