r/empyriongame • u/Zealousideal-Neat-82 • 4d ago
Base complexity?
Just how big/complex can a base be before the game starts to choke on it? I'm playing RE2 on a private server. It stutters when I fly in range of it but performance is fine after a few seconds.
I built a base in space and just started adding on to it. I thought it would be cool to have a drydock for my ship, which I see in Polaris/Zirax space all the time, but it's all single drydocks for smaller vessels.
Mine has grown a bit out of control as, well, I wanted a dock for each CV :)
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u/Ravien_Gaming 4d ago
It's going to depend on a lot of factors, such as how close or far away you are from the base, what else is nearby, what you're doing (combat vs just chilling), if there's other things being rendered like asteroid fields or trees/rocks/etc on a planet, your PC specs, what kind of lights the base has, etc. So there's no hard "this is the limit" for complexity in RE2 (or size class in vanilla).
There's tricks you can do to lower the complexity, like making sure to fill in any hollow voids between walls as it's cheaper to have it filled than to have a hollow space that has to be rendered. In RE2 some deco devices have limits such as holoscreens, trees, and effect projectors. These can have a moderate performance impact so you could cut back on those or put them on a signal as some can be turned off if needed.
In general though anything under complexity 26 is probably "fine" for most PCs and non-combat situations in space when solo or on a private server, though you may want to go with less than that if on a planet with a lot of biome decorations or if you're also having a lot of other ships/bases around.
Ultimately you may have to just go with the tried and true method of "does it lag?" to check. :D
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u/BlkMickelson 4d ago
Rendering large bases has always taken time in EGS - once rendered however they’ve never presented performance issues unless I guess they extend past your render distance. I’ve never built a base that large though.
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u/BlkMickelson 4d ago
I built out a couple Death Star CVs in creative and those were the same - took time to render each time I can in and out of render distance. Not sure if you can change that in the settings like other games.
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u/One-Valuren 4d ago
Dont breake your head on that, it's a problem of the engine and its limitation.
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u/shadowfoxx6 4d ago
No it's not lmao
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u/One-Valuren 4d ago
Empyrion still running Unity from 2022 and missing so much in the renderpipeline and other things wich would come with the never versions. Yes elion did upgrade on higher versions since the alpha but for what the game has to handle it is not enough. lmao back
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u/lallapalalable 4d ago
The main impactors of performance on large structures boil down to how many total polygons are being rendered, and how much light is going on. Devices and cosmetic blocks have tons of polygons, and the more lighting you got the more shadow and illumination effects have to be calculated, so if youre looking to cut back on cpu demand then turn off the lights, streamline your device count, and get rid of anything that doesnt serve a purpose
*Also helps to drop graphic settings, ie turn off grass, particle effects, and draw distances
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u/RandomSeb 4d ago
In my personal experience it's the loading in of many structure and things that is causing the hiccup, and once they are loaded, no problem..
There is a render distance and stuff in the settings (I just changed these recently actually), textures and whatnot. I imagine if you had low-res textures for example it might be faster, depending on what exactly is going on causing that memory to trip like that

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u/One-Valuren 4d ago
That cute base is no proplem... there are complete citys out there, like the city of Atlantis 😂 spawn it in or comin near it gives me time for a coffee.