Performance
A 100 km² world asks a lot of a machine. A few markers to keep a session smooth.
What costs the most
Vegetation is by far the heaviest element. Detail vegetation only appears once trees have generated, and only around the player.
Vegetation caching is planned soon, which will considerably lower the CPU cost.
Sculpting is CPU-heavy and inflates your saves. Keep it for finishing touches and use landforms for major changes.
Dense architecture slows down board loading. A freeze of a few seconds when opening is a known behaviour.
Multiplayer transfers your map to every player who joins. On a busy world, guests see elements missing until the transfer completes.
What helps
- DLSS on an RTX card, or FSR otherwise, brings a significant gain
- Avoiding 4K, whose cost is out of proportion with the visual gain
- Version 0.8 noticeably reduced CPU and GPU load
Markers
The GTX 1080 Ti is the reference configuration: at least 30 frames per second on high settings. An RTX 3060 targets 60.
If you're below that, see Troubleshooting.