Child delivery made easy! This delivery is going by waaay faster than the previous.

    • ToddRossDIY@alien.topB
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      10 months ago

      Yeah for a game with textures and models comparable to minecraft, I’m really not sure what makes it run so terribly. Even with all the post processing effects disabled, I couldn’t hit a stable 30 fps on the deck

      • SnooRecipes1114@alien.topB
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        10 months ago

        I can check my settings later but I think I’m mostly running medium settings, it looks great and it’s a stable close to locked 30 fps - no lies, I even keep it at 10-11w tdp. No fsr. I haven’t long beaten the second boss though so I’m not sure if performance gets worse beyond that, still I’ve had quite a few enemies on screen without a hitch too.

        • MonoAudioStereo@alien.topB
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          10 months ago

          The player buildings gives a huge hit to a performance. I played Valheim on a Steam Deck once with couple of friends, because I didn’t have access to my PC, and in our village where we have couple houses and a workshop, it would drop to like 15 fps. Running quickly through forest would drop frames too.

          I played it at the beginning of the year and they made some optimizations, but somehow I doubt it made any significant difference.

          • SnooRecipes1114@alien.topB
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            10 months ago

            I have a few small buildings, a decent sized dock and one big main building that was a bit complicated to build and I’ve not had a slight hit in performance from them, I see other people have that complaint though so maybe I’m just not at a big of a scale as I think

      • Richeh@alien.topB
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        10 months ago

        Minecraft does fucky things with textures and polygons though. Like, half of the textures are algorithmically generated - that isn’t going to improve performance, but my point is it’s a totally different beast. It’s designed to be optimally simple from the ground up.

        And Valheim’s models are hugely more complicated, from a behavioural standpoint. Collision detection with a cube is about as trivial as it gets, but when trees get polygonal, and you have heights that aren’t the multiple of the size of a block, and things can overlap, the whole modelling scenario becomes a nightmare - and games like Valheim have to model stuff that happens off-screen, too, like that bloody troll trashing your lumber base while you’re away.

        Basically, Valheim is wayyy more complicated - and has a smaller team optimizing it - than Minecraft. The polygonal visual style is pretty superficial in the grand scheme of things.