gogol1234

Newbie
Sep 18, 2023
22
18
This is one of the least optimized game I have seen, there are a few options, and they change nothing of the framerate on a 4070 TI.
Furthermore, being locked out of removing the sounds entirely the slider locks at 10%) is annoying, and not being able to affect the resolution at all appart from shrinking the window is the cherry on the cake.
 

recettear

Newbie
Apr 29, 2018
79
171
Performance seems to have taken a nosedive between 0.32b & 0.33b.

Can't even see a menu option to disable FSR if it's that causing it.


I had to delete the Config folder from %localappdata%\OST_Game\Saved to get it to load
it didn't work for me. Oh well.
 

phenon08

Member
Aug 26, 2018
125
297
In the discord they said this: to launch a newer version I need to open the 0.31 put all the settings at low detail close the game and launch the 0.33.
I couldn't try it because the only link I found for version 0.31 is in mega
can't they just share a config file?
 

Maxloc

New Member
Sep 30, 2017
9
6
it didn't work for me. Oh well.
I was able to run the game with my rx 6750 xt first running with my integrated graphics and I lowered the graphics to the minimum in windowed mode at 720p

Sorry for the english, it's not my native language
 

Foxcola

Newbie
Aug 7, 2017
36
65
Stability and operability are key. dev now needs to optimize the game itself before considering adding a plot or episode.
 

Ayakali

New Member
Aug 3, 2020
11
11
I really like this game. The scenes are good and the story is a little interesting at least but as other have stated, it's a complete mess on the optimization. I've got a high end gaming rig and game is freezing like crazy even if I lower the graphics. It's really unplayable at the moment
 

Lubia

New Member
Jun 6, 2017
10
10
LowLevelFatalError [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 1272]
GameThread timed out waiting for RenderThread after 120.00 secs

I think that's the same error I also got in the previous build.
 

kite359

Newbie
May 19, 2017
20
17
Ok I see:

Message to Dev:

1. Reduce the number of polygons

One of the most common ways of optimizing game resources is to reduce the number of polygons in your 3D models. Polygons are the shapes that form the surface of your models, and the more polygons you have, the more processing power and memory your game will need. Reducing the number of polygons can make your models simpler and lighter, but also less detailed and realistic. To balance quality and performance, you can use tools such as Mesh Simplify or ProBuilder to automatically or manually reduce the number of polygons in your models, while preserving essential shapes and functionality. You can also use normal maps or bump maps to create the illusion of depth and detail on low-poly models, without adding extra polygons.
2. Compress textures and sounds
Another way to optimize game resources is to compress your textures and sounds. Textures are the images that cover your models and give them color and detail, while sounds are the audio files that play in your game. Textures and sounds can take up a lot of space and bandwidth, especially if they are high-resolution or uncompressed. Compressing your textures and sounds can reduce their file size and loading time, but also diminish their quality and fidelity. To balance quality and performance, you can use tools such as TexturePacker or Audacity to compress your textures and sounds, adjusting the level of compression and format to suit your needs. You can also use atlases or spritesheets to group multiple textures into a single file, or use looping or streaming techniques to play back sounds efficiently.
3. Using LOD and occlusion culling
A third way of optimizing game resources is to use level of detail (LOD) and occlusion culling techniques. LOD is a technique that changes the quality of your models according to their distance from the camera, while occlusion is a technique that hides objects that are not visible from the camera. Both techniques can improve the performance and quality of your game, by reducing the number of polygons and textures that need to be rendered at any given time. To use LOD and occlusion culling, you can use tools such as LOD Group or Occlusion Culling Window in Unity, or LOD System or Occlusion Culling Volume in Unreal Engine, to configure the parameters and conditions of your models and scenes.
4. Optimizing scripts and shaders
A fourth way to optimize game resources is to optimize your scripts and shaders. Scripts are the code files that control the logic and behavior of your game, while shaders are the code files that control the appearance and lighting of your game. Scripts and shaders can affect the performance and quality of your game, consuming CPU and GPU resources and generating heat and noise. Optimizing your scripts and shaders can improve the performance and quality of your game, by reducing the complexity and frequency of your calculations and operations. To optimize your scripts and shaders, you can use tools such as Visual Studio or Shader Graph to debug and modify your code, or use built-in or custom functions and variables to simplify and optimize your logic and rendering.
5. Test and measure
A fifth way to optimize game resources is to test and measure your game. Testing and measuring your game can help you identify and resolve problems or bottlenecks that affect the performance and quality of your game, such as lag, stuttering or glitches. Testing and measuring your game can also help you evaluate and compare the impact of your optimization techniques, such as the trade-off between quality and performance, or the compatibility and scalability of your game. To test and measure your game, you can use tools such as Profiler or Frame Debugger in Unity, or Profiler or GPU Visualizer in Unreal Engine, to monitor and analyze your game's CPU, GPU, memory and network usage, or use tools such as Device Simulator or Unreal Insights to simulate and test your game on different platforms and devices.
6. Learning from others
A sixth way to optimize game resources is to learn from others. Learning from others can help you discover new tips and techniques for optimizing your game resources, as well as avoiding common mistakes and pitfalls. Learning from others can also help you gain inspiration and feedback for your game, as well as network and collaborate with other game developers. To learn from others, you can use resources such as blogs, podcasts, videos, books or courses to learn from gaming industry experts and professionals, or use platforms such as forums, social media or game jams to interact and share with the gaming community.
7. Outsource / Subcontract
You can call on an external company or developer with the skills and experience to optimize your game. Sometimes, subcontracting can save you time and money. What's more, it can even help you make money in the long term, or build up a diary of contacts for future projects.


You can call on an external company or developer with the skills and experience to optimize your game. Sometimes, subcontracting can save you time and money. What's more, it can even help you make money in the long term, or build up a diary of contacts for future projects.
You can use kits, platforms or software to help you optimize your games. Certain kits can save you a lot of time, like Solverf SDK Platform or Mantle, or even OR-Tool from Google, Simplygon, Sumologic.
For Unreal Engine 5 Optimization for Beginners
It's funny.

Unreal Nanite is a feature based on Sebastian Aalton's meshlet.

meshlet is a technique first used when creating Assassin's Creed Unity.
The biggest difference from the existing method is that culling and sorting are handled only by GPU, not by CPU.
In other words, it has nothing to do with the optimization method you described.

Sometimes, I get really frustrated when clumsy experts explain Unreal 5.

If you are not sure, it is best to refer to the following paper.


Most of Unreal 5's overhead occurs during lumen card updates.

There is currently no way to describe this other than an engine defect.

The most obvious way is to reduce the lumen card update frequency by directly modifying the engine source code, but it is almost impossible to do unless you are an engine programmer.

Perhaps the engine will improve over time.
 
Last edited:
4.10 star(s) 64 Votes