The video discusses performance issues in Fleet Battles in Star Citizen, where the main and render threads struggle under pressure during intense battles with multiple ships. Despite efforts to improve performance through the Gen 12 renderer, challenges persist in rendering multiple objects simultaneously, impacting frame rates and latency in gameplay.
The video discusses the performance issues experienced during Fleet Battles in Star Citizen. The player attempted to participate in an Idris event to test performance but faced challenges due to low frame rates and lag. The main thread in the game engine, responsible for game logic and calculations, struggled under pressure during intense battles with multiple ships. Despite the introduction of the Gen 12 renderer, which was expected to improve performance, the render thread continued to face challenges, especially when rendering multiple ships on screen.
As the player approached the Idris and engaged in battles, performance dropped significantly, with the render thread experiencing high latency. The render thread’s performance improved when the player focused on specific actions, such as turning off MFDs or exiting the ship. However, as more ships appeared on screen, the render thread struggled to maintain smooth performance, indicating that rendering multiple objects simultaneously was a key bottleneck in Fleet Battles.
The video highlighted moments where performance improved when the player focused on specific tasks or when fewer objects were rendered on screen. The player’s interactions with the environment, such as looking out of windows or engaging in combat, directly impacted performance, showcasing the complexities of rendering multiple objects and actions simultaneously. Despite some instances of improved performance, overall, the video emphasized the persistent challenges faced during large-scale Fleet Battles in Star Citizen.
The discussion extended to the potential impact on Squadron 42, another game using the same engine as Star Citizen. Concerns were raised about whether Squadron 42 would face similar performance issues during intense battles with multiple ships. The hope was that optimizations for Squadron 42 would improve performance and address the bottlenecks observed in Star Citizen’s Fleet Battles. The video concluded by expressing hope for future performance improvements, potentially through optimizations for the main thread and the implementation of technologies like Vulkan, although skepticism remained about the extent of performance gains from such measures.
In conclusion, the video provided a detailed analysis of the performance challenges encountered in Star Citizen’s Fleet Battles, emphasizing the strain on the main thread and render thread during intense gameplay moments. The player’s experiences showcased the impact of rendering multiple objects and actions on screen simultaneously, leading to significant drops in frame rates and latency. The discussion extended to potential performance issues in Squadron 42 and the hope for optimizations to address these challenges. Overall, the video highlighted the ongoing need for performance improvements in these large-scale battles to enhance the player experience in Star Citizen and future games using the same engine.