Mods Killing Frame Rate since 1.1

Is there any way short of brute force, divide and conquer, to find out what mods are slowing performance? On 1.0 I used to get at least 40fps. On 1.1, same mods, I'm now getting 5-6fps and it's no longer playable. The majority of these mods are QoL like infinite zoop/nudge, PAK Utility Mod, Construction Preferences, Auto Foundations under Railways, Curve Builder, or build pieces like Structural Solutions, More Beams, but admittedly I've got a lot of them. Spec is Ryzen 9 5950 w/ RTX4080 and 128GB of RAM, so while my system is no longer hot stuff as far as gaming goes, the only difference here is 1.0 vs 1.1 and anything modders may have altered while rolling out updates for 1.1.
7 Replies
Acxd
Acxd•3mo ago
>debugmods
FICSIT-Fred
FICSIT-Fred•3mo ago
Follow this flowchart to troubleshoot issues caused by mods (crashes, unexpected behavior, etc.). More information can be found on the docs: https://docs.ficsit.app/satisfactory-modding/latest/faq.html#_how_can_i_troubleshoot_crash_issues
sjhoward
sjhoward•3mo ago
Although a debug zip might reveal something spamming your log, which can cause FPS drops
Muppet Burrito
Muppet Burrito•3mo ago
Auto-foundations under railways was a culprit for me, depending on which settings and foundation I used, as some of the modded foundations aren't lightweight, and depending on settings you can be adding way more foundations than you think If you're able to post your debug.zip as SJHoward suggested, and your full modlist here we can take a look for you and see if anything else jumps out as a potential culprit 🙂
The Toblin
The Toblin•3mo ago
For me, a huge culprit was the Advanced HUD mod. If the item was equipped anywhere near buildables, CPU utilization on the server would skyrocket. If you were ALSO airborne (say with a hoverpack), the server would straight up peg a core and start hitching. This was in spite of turning off the mods' tracking behaviour, but it was apparently still reading nearby items (and buildables), which caused excessive CPU use on the server. I found this largely by painstaking trouble shooting and testing. Unfortunately, I don't know of an easy way to see what is holding up a server (or client, for that matter), like for instance Factorio, which has a breakdown of all running scripts and threads that can quickly identify an FPS/UPS culprit. If anyone knows of a good way to do something similar in Satisfactory, I'd be grateful.
Noxy
Noxy•3mo ago
For me Cartograph: Buildings on Map caused significant performance drops when placing and deconstructing. Sometimes it would be fine for a minute but then the low FPS would hit again. Also seemed to happen on load.
Rena
Rena•3mo ago
That makes sense, it has to rebuild a large graphic

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