Okay so i have an Large + map based on official Russia which has tons of locations and custom objects from almost all curated maps + few custom made by me. and it all somehow works with a little problem that is no matter how many objects i put on the map, how many locations how many effects how many stuff for my pc to render ITS STILL SUPER LAGGY. i can delete ~400 objects from major city which is the most laggy location on the map and guess what nothing will happen. the performance will still be bad and this is the biggest issue. i tried deleting literally all the foliage from the entire map - nothing, all the zombies,items,vehicles - nothing. so its the objects lagging but i dont know which objects because it looks like i need to delete all of them to get better performance on the map but whats the point of deleting all if the map is based on these objects, the only solution that helps is deleting ALL the custom objects from the map leaving only vanilla ones but that doesnt make sense on my map. is there an debug tool or just anything to see what particular object, or area of the map is generating the super low fps? i spend whole day to figure out what to delete to get better fps but nothing works, (map also laggs when nothing is rendered and im just in flat area and this is weird when theres not even any LOD rendered) i tried checking with the preview_level_batching or whats its called and almost anything is compatibible with it. even Rio which is the laggiest map in the entire game has more fps than my map like how. also Unturned doesnt want to use more than 4 cores of my processor. i tried everything to make it use 12 cores but it just cant. games like forza horzion 4 which is also very old uses 8 or even more cores to give me the best fps
Is your custom map on the Steam Workshop already? Other players would likely be able to help you more easily if it was.
Unturned has quite a lot of technical debt that’s slowly being worked through, and part of the result is that the game is very singlethreaded. The results of that are what you mentioned, that regardless of what you try, the game is always using only 4 cores. I assume the majority of that limited multi-threaded activity is Unity’s core engine operations and not so much Unturned specific code. The good news is that the game is being slowly refactored, I imagine eventually Unturned will no longer be as singlethreaded.
In the meantime, you should do a sanity check and see if it’s truly your map, or your hardware, causing the problem. Try making a clone of the map with no objects, zombs, etc, just landscape, and see your performance.
There are some tools the game provides to assist with optimising. Manual Cull Volumes are a useful tool that can help squeeze out performance in dense zones if the level design permits aggressive culling.
Steam Workshop::Russia Refreshed yea it is, some people say that the performance is bad, some that its good but for me its working really poor
so i guess i need to wait until i can use more of my cores. and also its only happening on my map and only with objects because when i deleted all of them i got really good ~300 fps. the map uses tons of curated objects but those are really only buildings or vehicles. rest of the things like building interiors are made almost fully vanilla, i used manual cull volumes but it really did nothing even when the whole city is unloaded its still veeery laggy
this is i think the worst thing that this map lags even when nothing is loaded. and also Nelson himself told me that this is probably because of the level_batching and detailed trees but its sadly not the case for me
I briefly looked over this map (in the level editor). Some things to consider:
-
You have a large number of water volumes with reflections enabled. These reflections require rendering the world a second time for each enabled volume, and are some of the most performance expensive effects in the game. By extension – you can set
Use_Legacy_Water false
in your map’s Config.json file, since you’re using a water volume for that purpose instead. -
Object density is displayed when in the “Visibility” tab. Sections of the map that are high-density are colored red. Reducing the number of objects in those areas would improve performance. Be aware that for a lot of those high-density areas – it looks like you’ve placed some objects out-of-bounds (slightly underground). Most of these don’t seem to be accessible during normal gameplay.
-
You can enable level batching with
"Batching_Version": 2
. It should usually improve performance. But you should manually check in single-player, after enabling batching, to verify there aren’t any graphical bugs or other issues.
thanks i will try
okay so i think the only thing i can do is reduce objects in high density areas. but also one thing i need to know are there some objects that are more laggy than other ones? so i dont delete the things that are not laggy and look cool, like the animated ones or emmisive
More complex objects – e.g., things that aren’t static and have particle effects or light sources – would have a higher impact on performance.
You’re using a lot of modded objects so I can’t personally attest to which objects are laggier than others. If there’s specific objects you’re really set on using, then I’d recommend simply testing what works best for what you’re trying to do.
I’d recommend starting by reducing the number of water reflections though. (Either disabling reflections on all but one volume – or at least combining as many volumes as possible.)
i already deleted all the reflections on the map. i dont even want to try this map with reflections because my pc will probably not survive that
okay so i managed to delete ~500 objects in both cities which are the most laggy places on the map and theres literally no improvment. i dont know what to do now because im deleting more and more but nothing works. i have no idea what i should remove theres not even slight performance change its still the same FPS, i could delete even more which will lower the objects count even more but i dont know if its worth if with no better performance at all
Based off of your initial description it sounds like it’s your custom models. You should revise your meshes and make sure they don’t have unnecessary geometry density.
Furthermore you should be giving your large models custom LOD ranges with more simplistic LODs at further distances. For very large objects it’s possible for the range at which they cull to be so far that they pretty much never do even on an Insane sized map (I also am working on a map of this size), all that happens is that the fog renders in but the object is still technically loaded.
After revising your meshes and adding simple LODs it should improve performance.