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Author Topic: Fixes for some issues that AMD Users might encounter while playing Starsector  (Read 1590 times)

Unknown-J

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I've been fortunate in Starsector of having good performance with my RX 580, but I was interested in seeing how different my performance was with a Nvidia GPU so I pulled out an old GTX card and popped it in and I did get better fps, so I decided to pop my AMD GPU back in and start troubleshooting.

Things I've discovered so far:
1. Vsync in Settings.json should be set to false for anyone using an AMD GPU unless you're already getting constant 60 fps.

2. Setting forceNoVBO to false in settings.json gained me an extra 3-5 fps - Suggested by Dark.Revenant in an older post -

3. In Radeon Software DO NOT set OpenGL Triple Buffering to ON or Wait for Vertical Refresh unless you're seeing screen tearing with the default Vysnc set to false, these two settings reduced fps by around 6 fps for me when I was testing.

4. I found that my AMD GPU gets barely utilized, around 25%-34%, even in situations with a lot going on on-screen and I'm fairly certain this is in large part why AMD GPUs perform so much worse than Nvidia ones, but there is a way to increase utilization and get less obvious frame drops. In settings.json below Vsync, you can raise the fps limit to something higher than your display refresh rate and your GPU utilization will go up, and when frames drop you won't really notice due to the fps being beyond your refresh rate. Please note, however, that this will NOT increase fps in battles and will only fix low utilization for AMD GPUs when flying in Hyperspace if turning off Vsync wasn't enough for you and your GPU can handle it.

So far these are things I've found and I will continue updating this post as I try new configurations and discover new things.
If you have anything to share that could help AMD Users trying to play Starsector but are getting bad performance, then feel free to share your information and I will add it to the list.

AMD OpenGL Driver Version Info and GL Extensions: (RX 580)
Spoiler
Renderer: Radeon RX 580 Series
Vendor: ATI Technologies Inc.
Version: 4.6.14761 Core Profile Forward-Compatible Context 21.10.2 30.0.13025.5005
Shading language version: 4.60

Max texture size: 16384 x 16384
Max vertex texture image units: 32
Max texture image units: 32
Max geometry texture units: 32
Max anisotropic filtering value: 16
Max viewport size: 16384 x 16384
Max Clip Distances: 8
Max samples: 8

GL Extensions: 328

GL_ARB_tessellation_shader
GL_ARB_parallel_shader_compile
GL_ARB_half_float_pixel
GL_EXT_compiled_vertex_array
GL_AMD_shader_stencil_value_export
GL_WIN_swap_hint
GL_EXT_packed_depth_stencil
GL_EXT_texture_lod_bias
GL_EXT_provoking_vertex
GL_EXT_direct_state_access
GL_ARB_color_buffer_float
GL_ARB_shader_image_load_store
GL_ARB_texture_compression_bptc
GL_ARB_texture_compression_rgtc
GL_AMD_interleaved_elements
GL_ARB_draw_instanced
GL_ARB_derivative_control
GL_EXT_draw_buffers2
GL_ARB_viewport_array
GL_ARB_gpu_shader_fp64
GL_ARB_pipeline_statistics_query
GL_EXT_texture_shared_exponent
GL_ARB_draw_elements_base_vertex
GL_ARB_arrays_of_arrays
GL_ARB_vertex_type_10f_11f_11f_rev
GL_AMD_occlusion_query_event
GL_ARB_window_pos
GL_ARB_explicit_attrib_location
GL_EXT_texture_env_dot3
GL_ARB_texture_float
GL_AMD_blend_minmax_factor
GL_ARB_texture_snorm
GL_ARB_point_parameters
GL_ARB_texture_compression
GL_KHR_no_error
GL_AMD_transform_feedback3_lines_triangles
GL_EXT_transform_feedback
GL_ARB_depth_buffer_float
GL_EXT_bindable_uniform
GL_ARB_shader_ballot
GL_EXT_timer_query
GL_ARB_vertex_buffer_object
GL_AMD_pinned_memory
GL_EXT_packed_float
GL_ARB_pixel_buffer_object
GL_EXT_texgen_reflection
WGL_NV_float_buffer
GL_NV_texture_barrier
GL_ATI_envmap_bumpmap
GL_ARB_separate_shader_objects
GL_ARB_buffer_storage
GL_AMD_seamless_cubemap_per_texture
GL_ARB_query_buffer_object
WGL_EXT_framebuffer_sRGB
GL_AMD_draw_buffers_blend
GL_ARB_fragment_program_shadow
GL_EXT_texture_object
WGL_EXT_swap_control
GL_ARB_shading_language_100
GL_ARB_program_interface_query
WGL_ARB_extensions_string
GL_KHR_debug
GL_ARB_compute_shader
GL_KTX_buffer_region
GL_ARB_get_texture_sub_image
GL_ARB_texture_storage
GL_EXT_packed_pixels
GL_EXT_memory_object
GL_EXT_blend_func_separate
GL_ARB_shader_viewport_layer_array
GL_ARB_gpu_shader5
GL_EXT_texture3D
GL_ARB_texture_env_crossbar
GL_AMD_name_gen_delete
GL_EXT_stencil_wrap
GL_ATI_fragment_shader
GL_ARB_ES3_compatibility
GL_EXT_subtexture
GL_ARB_texture_swizzle
GL_ARB_transpose_matrix
GL_EXT_semaphore
GL_EXT_shader_image_load_store
GL_AMD_conservative_depth
GL_EXT_texture_compression_bptc
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_s3tc
GL_EXT_texture_compression_rgtc
GL_ARB_vertex_program
GL_EXT_texture_sRGB
GL_NV_copy_depth_to_color
WGL_EXT_pixel_format_packed_float
WGL_EXT_swap_control_tear
GL_NV_float_buffer
GL_ARB_texture_rectangle
GL_ARB_depth_clamp
GL_ARB_shading_language_packing
GL_ARB_texture_cube_map_array
GL_ARB_framebuffer_sRGB
GL_ARB_sparse_texture
WGL_ARB_render_texture
GL_ARB_texture_env_add
GL_AMD_shader_atomic_counter_ops
GL_ARB_texture_rg
GL_ARB_framebuffer_no_attachments
GL_ARB_blend_func_extended
GL_ATI_texture_float
WGL_EXT_extensions_string
GL_ARB_vertex_attrib_64bit
GL_AMD_shader_trinary_minmax
GL_EXT_vertex_array
GL_EXT_texture_sRGB_decode
GL_ARB_multi_draw_indirect
GL_ARB_texture_gather
GL_ARB_half_float_vertex
GL_SGIS_texture_edge_clamp
GL_ARB_debug_output
GL_EXT_copy_texture
GL_ARB_texture_cube_map
GL_EXT_shadow_funcs
GL_SGIS_texture_lod
GL_AMD_debug_output
GL_EXT_texture_filter_anisotropic
GL_ARB_shader_draw_parameters
GL_ARB_spirv_extensions
GL_EXT_pixel_buffer_object
GL_AMD_framebuffer_sample_positions
GL_EXT_point_parameters
GL_EXT_multi_draw_arrays
WGL_ATI_render_texture_rectangle
GL_ARB_invalidate_subdata
GL_EXT_texture_rectangle
GL_ATI_draw_buffers
GL_ARB_vertex_array_object
GL_ARB_explicit_uniform_location
GL_ARB_shadow
GL_ARB_vertex_array_bgra
GL_NV_copy_image
GL_ARB_shader_group_vote
GL_KHR_parallel_shader_compile
WGL_EXT_colorspace
GL_ARB_shader_texture_lod
GL_AMD_gpu_shader_int16
GL_AMD_gpu_shader_int64
GL_SGIS_generate_mipmap
GL_EXT_blend_minmax
WGL_ARB_pixel_format
GL_ARB_shadow_ambient
GL_ARB_texture_query_levels
GL_ARB_point_sprite
GL_ARB_depth_texture
GL_ARB_fragment_layer_viewport
GL_ARB_copy_buffer
WGL_ARB_make_current_read
WGL_ARB_pixel_format_float
GL_KHR_robustness
GL_ARB_indirect_parameters
GL_ARB_bindless_texture
GL_ARB_get_program_binary
GL_ARB_conditional_render_inverted
GL_ARB_transform_feedback2
GL_ARB_transform_feedback3
WGL_ARB_pbuffer
GL_AMD_sparse_texture
GL_EXT_vertex_array_bgra
GL_ARB_vertex_attrib_binding
GL_NV_alpha_to_coverage_dither_control
GL_EXT_texture_sRGB_R8
GL_ARB_map_buffer_range
WGL_AMD_gpu_association
GL_ARB_occlusion_query
WGL_ARB_create_context
GL_ARB_fragment_shader
GL_ARB_draw_buffers
GL_EXT_texture_lod
GL_EXT_vertex_attrib_64bit
GL_ARB_texture_border_clamp
GL_SUN_multi_draw_arrays
GL_AMD_vertex_shader_viewport_index
GL_ARB_copy_image
GL_NV_half_float
GL_ARB_vertex_shader
GL_ARB_texture_mirrored_repeat
GL_EXT_fog_coord
GL_NV_explicit_multisample
GL_AMD_shader_stencil_export
GL_ARB_sparse_buffer
GL_ARB_fragment_program
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_sRGB
GL_ARB_shader_atomic_counter_ops
GL_ARB_draw_indirect
GL_ARB_imaging
GL_ARB_geometry_shader4
GL_ATI_separate_stencil
GL_ARB_shading_language_420pack
GL_EXT_semaphore_win32
GL_ARB_base_instance
GL_ARB_texture_env_combine
GL_EXT_abgr
GL_EXT_bgra
GL_ARB_texture_non_power_of_two
GL_ARB_texture_buffer_object
GL_EXT_texture_cube_map
GL_AMD_texture_texture4
GL_ARB_texture_barrier
GL_KHR_robust_buffer_access_behavior
GL_EXT_texture_edge_clamp
GL_ARB_seamless_cubemap_per_texture
GL_ARB_sync
GL_ARB_texture_query_lod
GL_ARB_clear_buffer_object
GL_EXT_separate_specular_color
GL_EXT_framebuffer_object
GL_EXT_texture_integer
GL_NV_conditional_render
GL_ARB_draw_buffers_blend
GL_ARB_texture_stencil8
GL_AMD_stencil_operation_extended
GL_EXT_blend_color
GL_ARB_polygon_offset_clamp
GL_ARB_sample_shading
GL_EXT_gpu_program_parameters
GL_ARB_internalformat_query
GL_EXT_texture_mirror_clamp
GL_ARB_timer_query
GL_ARB_cull_distance
GL_EXT_texture_sRGB_RG8
GL_NV_texgen_reflection
GL_AMD_query_buffer_object
GL_KHR_context_flush_control
GL_NV_depth_buffer_float
GL_AMD_texture_cube_map_array
GL_ARB_robust_buffer_access_behavior
GL_EXT_blend_subtract
GL_ARB_shader_subroutine
GL_ARB_conservative_depth
GL_EXT_gpu_shader4
WGL_ARB_multisample
GL_ARB_texture_buffer_range
GL_EXT_secondary_color
GL_AMD_gpu_shader_half_float
GL_EXT_texture_storage
GL_ARB_texture_mirror_clamp_to_edge
GL_ARB_transform_feedback_overflow_query
GL_ARB_shader_precision
GL_AMD_gcn_shader
GL_ARB_clip_control
GL_AMD_shader_trace
GL_EXT_texture_swizzle
GL_ATI_texture_mirror_once
WGL_ARB_create_context_no_error
GL_ARB_provoking_vertex
GL_ARB_stencil_texturing
WGL_ARB_context_flush_control
GL_ARB_shader_texture_image_samples
GL_ARB_texture_view
GL_NV_blend_square
GL_ARB_internalformat_query2
GL_OES_EGL_image
GL_EXT_texture_buffer_object
GL_ARB_shader_image_size
WGL_NV_swap_group
GL_EXT_polygon_offset_clamp
GL_EXT_texture_env_combine
GL_NV_shader_atomic_int64
GL_EXT_draw_range_elements
GL_EXT_texture_env_add
GL_AMDX_debug_output
GL_AMD_multi_draw_indirect
GL_AMD_vertex_shader_layer
GL_ATI_texture_compression_3dc
GL_ARB_compressed_texture_pixel_storage
GL_ARB_multisample
GL_ARB_shader_objects
GL_ARB_ES3_1_compatibility
WGL_NV_DX_interop
GL_EXT_geometry_shader4
GL_ARB_direct_state_access
GL_AMD_depth_clamp_separate
GL_ARB_texture_env_dot3
GL_NV_primitive_restart
GL_EXT_rescale_normal
GL_EXT_blend_equation_separate
GL_ARB_vertex_type_2_10_10_10_rev
GL_ATI_texture_env_combine3
GL_ARB_shader_storage_buffer_object
GL_EXT_draw_instanced
WGL_ARB_create_context_profile
WGL_I3D_genlock
WGL_ARB_buffer_region
GL_ARB_transform_feedback_instanced
WGL_ATI_pixel_format_float
GL_ARB_texture_buffer_object_rgb32
GL_EXT_histogram
GL_ARB_instanced_arrays
GL_ARB_texture_storage_multisample
GL_IBM_texture_mirrored_repeat
GL_ARB_gl_spirv
GL_ARB_shader_stencil_export
GL_ARB_ES2_compatibility
GL_ARB_uniform_buffer_object
GL_AMD_sparse_texture_pool
GL_EXT_framebuffer_multisample
GL_EXT_copy_buffer
GL_ARB_texture_multisample
GL_ARB_shader_atomic_counters
GL_EXT_shader_integer_mix
GL_EXT_memory_object_win32
GL_ARB_map_buffer_alignment
GL_ARB_sampler_objects
GL_AMD_sample_positions
GL_ARB_occlusion_query2
GL_ARB_shading_language_include
GL_ARB_framebuffer_object
GL_ARB_enhanced_layouts
GL_ARB_multi_bind
WGL_NV_DX_interop2
GL_AMD_transform_feedback4
GL_EXT_depth_bounds_test
GL_ARB_multitexture
GL_EXT_texture_array
GL_ARB_seamless_cube_map
GL_EXT_texture_snorm
GL_ARB_texture_rgb10_a2ui
GL_ARB_fragment_coord_conventions
GL_ARB_clear_texture
GL_AMD_performance_monitor
GL_ARB_shader_bit_encoding

Core features:
v3.0 (100 % - 23/23)
v3.1 (100 % - 7/7)
v3.2 (100 % - 10/10)
v3.3 (100 % - 10/10)
v4.0 (100 % - 14/14)
v4.1 (100 % - 7/7)
v4.2 (100 % - 13/13)
v4.3 (100 % - 20/20)
v4.4 (100 % - 10/10)
v4.5 (100 % - 11/11)
v4.6 (100 % - 11/11)
vARB 2015 (25 % - 3/12)
[close]
« Last Edit: November 29, 2021, 06:50:57 PM by Unknown-J »
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greenspade

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I found that installing graphiclibs helped performance on my r9 290.

In particular using their lower quality settings and than editing it.

Edits:
- Turn explosions to false
- turn bloom to false
- turn down max lights (I used 25)
- turn shaders to false

I also seen improvements by adding jre 8
- renamed jre folder to jre 7
- copyed jre 8 folder into same place and named jre
- have two folders one named jre (jre8 in it) and the other named jre 7 (jre7 in it)

I also seen improvements by reducing resolution to 1600x900

I went from 12-13fps minimum to 20-25fps minimum in combat by doing this - I exclusively attempted to increase fps for combat.

I'm about to try your 4 tips and I'll report back my gains/differences.

Okay I have played around with these settings and I'm still bottoming out around 20-25 fps, however, there are situations like the outer map outside of combat that I am seeing a huge increase in fps.

Anything 30+ frames is technically playable so this is playable... but I mean for larger battles like a invasion for example I actually went down to 17 frames cuz I sent my max fleet size back up to 400.

Issue I see here is mainly explosions, in particular; the large rift laser that causes explosions around target when used. Suppose I could just "not use it" but after farming enough of them to actually equip 4 on one ship and capitalize on that kinda damage it feels bad to not use it purely cuz it destroys my fps every  time I fire it. Easy 5+ fps loss by just firing this laser and watching the explosions cripples this game while my 290 gpu reports 9% use, doubly so when mixed with a ship being destroyed explosion.

I feel like a setting to turn them off or turn on a "barely using resources" setting for these would improve performance alot for amd users who are having this issue.
« Last Edit: June 17, 2022, 10:38:17 PM by greenspade »
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pedro1_1

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If you are using Windows 11, update your computer to the newest 22H2 build, because that build has far better OpenGL drivers(+50% performace) than other versions of windows.

If you are on windows 10, you will need to wait until AMD releases the newest drivers.
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