
- #Rimworld stuttering install
- #Rimworld stuttering mod
- #Rimworld stuttering manual
- #Rimworld stuttering mods
We try to get as close as possible to never allocating, and we're pretty good at it, but Unity itself allocates and there was no need to incur the huge slowdown in features development requires to do that, in order to hit our 60fps target.
#Rimworld stuttering manual
Unreal engine games written in C++ with manual memory management), or if they are in a GC'd language, just never allocate anything during gameplay. The only games that can totally avoid this issue are games that don't use a garbage collector (i.e. This is an inherent problem with using a 'stop-the-world' garbage collector as used in Unity/C#. If you're running at extremely high frame rates or using dev tools, GC spikes will tend to pop out more, since the system has half (120Hz or even far less than half (144Hz 4x) of the designed time. So the vanilla game tries to keep GC times under 1/60 of a second at 3x speed. We never attempted to get it to be stable at unlimited frame rates, or using all of our dev tools (like 4x speed). We designed the game to tick in 1/60 second intervals, accelerated to 3x speed.
#Rimworld stuttering mod
So part of the solution will be simply having mod authors optimize their code to stop allocating and releasing so many objects. I think there's definitely some of this going on with these mods. But it won't produce these hitches when it runs it'll produce them some time later. So basically if code is unoptimized in general, in ways that are not obvious, it'll produce GC hitches. If there's too much garbage, the GC time gets long enough that the player perceives a hitch. Rather, it leaves garbage on the memory heap, and the problem only appears when the garbage collector has to go do its thing some time later. What's insidious about allocation is that it doesn't create a performance problem immediately. We use profiling tools to chase down excessive/unnecessary allocations and optimize them out. It's very easy to do this accidentally, and it takes some specific programming effort to avoid allocating. Their severity depends mostly on whether the code is allocating and releasing a lot of objects in a given time. But this isn't an issue of some particular bug or quirk - it's just the whole system being under strain (specifically memory pressure) and exhibiting this symptom as a response. What could happen is if you're pushing the system near its limits - for example, playing with certain mods, or on very large maps, or on multiple home maps - these spikes are the first things you'd notice as being not smooth. We only consider these a problem if they're actually observable without a chart, though, since that's what affects players. This means that the system will definitely have some spikiness to the frame time graph. Just as context, Unity uses a 'stop the world' garbage collector that does all its collection in a single frame. Or is there something else you have to do? Start a new game with default settings, any biome, any map size.ģ. If I follow these steps, will I see the issue?ġ. I'm trying to figure out what the minimal steps are to see the problem. Just trying to get a feel for the consensus here: What are the reproduction steps for this issue? There's a ton of different information going around about RAM usages, different mod setups, and so on. Hopefully I just missed a response cause that doesn't make much sense to me. Not trying to flame, but I've seen plenty of these threads pop up and not a response from Tynan or ludeon. If the engine was indeed upgraded to a different version in unity then it should be looked into. Sorry, I'm pretty much echoing everything.
#Rimworld stuttering mods
Had some other mods perform the same way but can't remember them. Enabling something like jecrells tools makes a big performance hit without other mods on my end. It's already noticeable but gets worse with mods. I don't have performance issues with other games. B18 performs significantly better for me both early and late game. It could kick in with as little as 3 pawns, on one speed in a vanilla early game on my end. Not everyone is going to report it, and no bit of telling who all just puts up with frame drops these days.

Performance has made it unplayable for me in 1.0. I mainly just do tests when I booted up Rimworld since the release. Wouldn't doubt if there's a leak of some sort cause I have had some bad hitches when there's not much happening on screen. I've experienced these stutters since 1.0.

You're probably already doing it but make sure to run these tests on a save file for some consistency due to pawns and biomes. Spent entirely too much time trying to solve it.
#Rimworld stuttering install
Done all kinds of recommendations, performing clean install yadda yadda. Just want to say I experience it too & jet.
