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Today I discovered something amazing.
Aperently the speed , responsivness and performance of UI in game is directly connected to .. number of saves on disk.

Personally I could understand the connection to the "Load" menu responsivness , but my God, if you have a large number of save - EVERYTHING starts to work really slow.

Discovered it like this - got a message from GOG that I can't sync with the cloud as I have more then 200MB , so I decided to delete all unused savegames (which is tideouse task by itself as you cand delete several at once - you have to go one by one).
And have to mention that lately my game UI become a REALY slopw on my latest i7 8800K rig with 32 GB of RAM and all SSDs (C: - NVME) , NVIDIA 1080.
The situation came to the point that open list of savegames took about 2-3 minutes !!! , load game also about 2-3 minutes , refit Mech - another minute, go to components in mech bay - another minuter and so on.

So I started to delete games one by one, a slow process , it took about 1/2 minute since pressing OK on delete prompt until I was abble to select and delete next. But with the time as delete goes I noticerd that the process goes faster and faster and when I left with about 20 saves the game startted to work and react as promptly as the first moment it was installed !
No more delays switching rooms on Argo, opening menus like im mech bay or shops and even "Load" of savegame only takes few seconds.

I am not sure hove devs managed f-up the general performance and tie it to number of savegames but here the solution - just delete older saves.
Post edited June 08, 2018 by Lord_KiRon
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Lord_KiRon: (which is a tedious task by itself as you can't delete several at once - you have to go one by one).
You can actually batch-delete the savegames, just fyi. This method is from the devs:
Run game > alt-tab to winderp explorer > navigate to savegame folder & sort by "date modified" > keep the most recent & delete the older ones > alt-tab back to game & exit. GoG will then sync the remaining save files to the cloud automagically.

Deleting excess save files does indeed seem to improve the game loading times & main menu load times.
Sometimes this helps with the Argo mechbay & shop delays too, but only for some players (it depends on your PC setup).


The mechbay & shop transition slowdowns are usually due to a high number of different item types in the inventory ~ deleting extra item types helps to speed up these transitions & reduce the wait times between screens for most players.
(Note that it is number of different types, not total items. The game engine seems to be iterating through the databases every time, so 1000 heatsinks has far less of an impact than 1 copy of 10 different weapon variants.)

I advise that you sell all the equipment & weapons you do not need, every few jumps. & once you have the PokeMech cheevie, sell off the extra mech chassis too. (In addition to only keeping 20 or less savefiles, as OP advises.)


You can blame Unity for most of the performance issues, including the memory leak that requires a game restart every 2-4(ish) hours to prevent crashes &/or system instability.
(Sources: official forums, dev posts, & confirmed by personal testing.)
"Navigate to savegame folder" might be a problem since while I am sure it is present somewhere :) I was unable to locate it :)

As for other things - you are right, never noticed restarts but all other solutions you suggest helps, althoug savegamer thing did the biggest impact for me.
Sorry to say, it's not a fix.

Yeah, managing save files becomes faster as you delete extras, but I wen tfrom 100+ saves to like 6 or so, and even though deleting near the end of that process was MUCH MUCH faster, performance in the game is still abhorrent.

Saves take EONS to load. Clicking on menu items lags and stutters, pausing animation often for 2-3 seconds before jittering to the location specified. Issuing command orders results in stutterstp movement and cameras the fly smoothly at first, then degrade into the <10FPS rate.
I kicked off all but 6 mech warriors from my rooster and that speed up the game by allot too, think I had 17 before.
Sold off ALL gear and kept 6 equipped mechs and then game ran pretty well as I did the two ending missions last night.
Sucks that it feels like you spent 20-30% of the game just waiting but otherwise it has been a great experience.
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Lord_KiRon: (which is a tedious task by itself as you can't delete several at once - you have to go one by one).
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Killcreek2: You can actually batch-delete the savegames, just fyi. This method is from the devs:
Run game > alt-tab to winderp explorer > navigate to savegame folder & sort by "date modified" > keep the most recent & delete the older ones > alt-tab back to game & exit. GoG will then sync the remaining save files to the cloud automagically.

Deleting excess save files does indeed seem to improve the game loading times & main menu load times.
Sometimes this helps with the Argo mechbay & shop delays too, but only for some players (it depends on your PC setup).

The mechbay & shop transition slowdowns are usually due to a high number of different item types in the inventory ~ deleting extra item types helps to speed up these transitions & reduce the wait times between screens for most players.
(Note that it is number of different types, not total items. The game engine seems to be iterating through the databases every time, so 1000 heatsinks has far less of an impact than 1 copy of 10 different weapon variants.)

I advise that you sell all the equipment & weapons you do not need, every few jumps. & once you have the PokeMech cheevie, sell off the extra mech chassis too. (In addition to only keeping 20 or less savefiles, as OP advises.)

You can blame Unity for most of the performance issues, including the memory leak that requires a game restart every 2-4(ish) hours to prevent crashes &/or system instability.
(Sources: official forums, dev posts, & confirmed by personal testing.)
Interesting. I think you'll find that most of the people here just want to complain rather than learn how to deal with the problems they're facing. You know, the "thinking is hard, I don't like no thinking" generation. ;p I doubt any of them have even touched unity given the hysterical claims of how the problems are all the problems of the developers not using hack-n-patch programming.

Just based on your descriptions, it sounds like there were attempts at reducing the overall system requirements by introducing some kind of dynamic loading system which unity was not liking very well. (I.e. the problem is not the number of parts in the database, but the number of different types of parts.)

Installing the game now, will play with it and get it running how I want to... Bored of these people at this point, but might go looking around the official forums, where it sounds like all the intelligent folks hang out. Have fun!
Post edited June 23, 2018 by Merranvo
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Lord_KiRon: Today I discovered something amazing.
Aperently the speed , responsivness and performance of UI in game is directly connected to .. number of saves on disk.
It might be.

This is what helped it run in my PC:

1. Following your suggestion, unnecessary saves were deleted.

2. Clicked on the configuration option for "speeding up turns greatly". It did.

3. This is what really impacted battle load times and all load screens in general: Lowering the graphic detail one step from what was OK with the PC. The game kept looking great AND all load screens flowed much faster.
Post edited October 09, 2018 by Carradice
It is the same with the list of contracts (if modded to have more) and the store (the more items you have, the more sluggish it becomes).
The lists seem to become exponentially slower with the amount of items in them. Weird.
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caiburn: It is the same with the list of contracts (if modded to have more) and the store (the more items you have, the more sluggish it becomes).
The lists seem to become exponentially slower with the amount of items in them. Weird.
There's a likely explanation: crap developers.