My system is a Core i7-8700 with 16GB RAM and a GeForce GTX 1070
Performance steadily declines during my playthroughs until I’m getting 3-10fps with 1000 population. It doesn’t seem to be a graphics problem, I get the same frame rate whether I have AA turned off or set to max. The only setting that helped frames was turning off the occlusion outlines on villagers behind buildings.
Tried that, makes no difference. Changing graphics settings makes minimal difference (the only setting that seems to improve framerate is turning off foliage).
I have Steam overlay disabled in main Steam settings, so this is not my issue. When you have 900+ population let us know if you still have the same FPS.
Performance is really bad here, too.
Ryzen 5600X + RTX3080 and I get 20 fps max, dropping down under 10. When paused and in the Wood somestines there are even 40 fps… FHD or 4K doesn’t make a difference. Population 1600+
The CPU works at ~30%, one core always a bit more. The GPU is at 50%, RAM used ~75%.
Running Asus R6E (BIOS 3801), i9-10980XE (16 cores @ 46, 2 @ 48), EVGA RTX 3090 FTW3 Ultra (1950 OC), 128G 3600 DDR4 @ 3400, 1600W PS, multi rads, EK double pump. Other DX12 and RTX games run fine. Even Anno 1800, which is probably the closest match for type of game and mechanics, runs fine as long as I don’t have too many people visible wandering the streets. FF is more CPU dependent (apparently at the moment) partially in the fact that you can click on any of your hundreds of villagers and see who they are (and rename them) AND see exactly what they are in the middle of doing. And if you have even 500 or more villagers with their labels turned on you will see FPS plummet (regardless of what graphics card you use because the CPU is tracking this (again, apparently at the moment.) This type of processing could be put on the GPU with DLSS and the upcoming technologies. BUT it would take some ingenious re-coding and a lot of it. This would have to happen outside the realm of the Unity engine and probably best coded in C++ (with some assembler routines handling the repetitive tasks.) Don’t misunderstand what I’m saying … I love the game and proud of the work gone into it thus far. But Anno 1800 went through a similar phase early on and RTX and DLSS helped those folks. This game is (and will continue to be) VERY process intensive and will get better frame rates when that processing is handed off to the more powerful GPUs. Of course, this is all IMHO. We’ll just anxiously wait and see what Crate developers come up with next. Either they will add more “bling” or really concentrate on the thread-intensive nature of this product. And it is a FINE product with much potential. Sorry for being long-winded but it seems no one is stating the obvious. Good luck with this one Crate! Oh, could you maybe give us more granularity with the population limit? instead of just 200, 500, 1000 & unlimited Maybe have options every 100 (100, 200, 300 … up to 1000, or let us just type in a number.) This would give us more choices and flexibility in handling larger populations and the respective FPS drops.
I did find that the snow, rain & birds flying effects FPS a little, 2-5. I also found that turning off all widgets (icons above buildings, people and resources) gains 5 or so FPS most of the time. I just turn them on temporarily when I’m hunting for something specific.