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Thank you for info! I will check how can I optimize overall performance.
Probably I missed something heavy but useless or at leas will be able to improve to playable grade.
P.S. Sorry for misleading "CPU Utilization=high", it's actually physics FPS, low=30, high=60. Low may be more stable in this case, but still - I need to fix overall performance, now I see that even main menu on intel 6200U is 50FPS which is BS level of optimization. My bad.
Patched it to 1.0.1.
My tests show about x1.5 overall performance boost.
Also changed physics setting to be more straight - it's 30/60/120 physics frames per second. Less frames - less CPU demand and more stable, but less smooth result.
You can tune it to match your hardware.
Some drops during mining deep holes in large asteroids are expected. To address it I need to rewrite whole destruction system, so this will take more time. Beyound that, game is playable (played in 30 FPS on i3-6200U in energy saving mode till end)
Thank you, hope you will enjoy Shards of Minor Planets!
Alright, I feel confident in giving first impressions:
Performance is better, hindered by ungodly particles, zoom, and expensive sprite work.
Racing is awful, resetting gives no I-frames, the obstacles are nigh unavoidable, the AI can just disable or kill you, the steering is not responsive enough and needs a lot of undone onboarding, and you can just skip parts of the track if you go through the borders fast enough): most of these are mostly due to zoom (both because zooming in has better performance and because the camera panning is slow)
Using stasis generators is pretty annoying with too little range (just...just hotkey), also pickup range is a bit too low, carrier transport is useless, and mining is monotonous (I presume it gets less ass with progression, but no, you don't make me work for the fun).
TLDR, the mining is a job, the starter ship is too brittle, races (controls in general) aren't tight enough, and all of it is a bit more irritating by all 500 particles making a GPU cry.