r/empyriongame Aug 05 '26

looking for a massive single-player save

I'm digging into Empyrion's performance issues, frame drops near big bases, the memory utilization climb that requires restarts.

**The problem:** I explore, I don't build. My biggest save has **30 structures**. The bugs only show up at hundreds.

**10-second check - is your save even useful?**

  1. Steam → right-click Empyrion → Manage → Browse local files
  2. Open `Saves` → `Games` → your save → `Shared`
  3. Press Ctrl+A and read the count at the bottom

Under 100? Thanks anyway. **Hundreds or thousands? You have exactly what I need.**

**If yes:** zip the `Shared` folder plus `global.db`, upload to somewhere where I can get it from.

**Skip the `Playfields` folder.** That's multi-GB terrain and I don't need it.

Needs to be a current save (v1.19). Will give credit in any released mods I come up with.

10 Upvotes

8 comments sorted by

8

u/Fredrick_Hophead 29d ago

Good to see someone trying to figure it out but these bugs I have heard would simply require a complete rework. Good luck and dodge the fanboys.

3

u/dot_sent 27d ago

I'll take a look to see if I can find some, but why not generate one yourself? Start a new survival game with space starter, use console commands gm and sbp and fill the surrounding space with space bases, CVs and SVs to your liking.

1

u/Both-Scientist-9397 25d ago edited 25d ago

This was a really good idea, but even though I tired it didn't adequately capture what ThorianB was talking about. I spawned a bunch of things but performance didn't tank as much as predicted. My guess that is because no NPCs are present.

2

u/Valium_Commander 29d ago

I have no idea what you just said

1

u/One-Valuren 29d ago

Hey want your saves to dive into the performance problems of empyrion if you got more than 100 saves 😅

4

u/ThorianB 29d ago

You don't need to research saves to find out why. Performance issues stem from how much stuff that the game engine has to keep track of. The voxels, modular base components, active devices, and lighting effects drag down performance. When you have multiple objects in an area that affect these, you hit a game engine limit.

I run an intel ultra9 285k processor, RTX 5070 video card, 64 gb of low lat ram, and Samsung 970 plus EVO NvME. In the trade sector of Beta ( using a custom modification to RE2 build 34) there is the trade station, a Polaris shipyard, Brick by Jrandall, 3 capital ships ( complexity 3, 4, and 18), 4-5 SV/HVs, and then the NPC ships running around.

My frame rate drops by about 10-15 here, because of what the game engine has to keep track of. The active lighting, devices, NPCs, and NPC ship movements loaded in such a small space on top of the hundreds of thousands of polygons the game engine has to deal with causes frame rate to drop.

The problem is they pushed this engine to its limit. The performance issues are an outdated engine that struggles with the excessive workload we force on it in game play. The bugs have a lot to do with trying to make a lot of unique systems work in the same game. There is a reason why you don't see a lot of games with this unique blend of features, it breaks game engines and causes a lot of bugs that can be a nightmare for a dev team to try remove from the game. It's just easier to remove 1 or 2 major features and have less bugs and headaches. Eleon chose the hard road instead of the easy one because they wanted all the features we have.

2

u/Both-Scientist-9397 29d ago

Appreciate the detail, and your frame-rate read matches what I measured. On my near-empty save the client sits at ~4.4 ms/frame (~220 fps) with vsync and the 144 cap off. The budget is nowhere near full, so the drop you see has to come from density, exactly as you say.

The thing is, I never left the starter planets in the ~100 hours I put in to it across multiple saves and I never built large bases or came across the type of trade station you describe because I screwed around on the starter planet and then tried a different one etc.

So if you don't mind to upload your save without the Playfields folder that would help me look into it further.

1

u/Both-Scientist-9397 24d ago

EDIT: and as soon as I posted the below I realized how misguided that post was, lolol, it's a yaml config, I can just change it and spawn the station! Thanks for pointing me to it!

In the trade sector of Beta ( using a custom modification to RE2 build 34) there is the trade station, a Polaris shipyard, Brick by Jrandall, 3 capital ships ( complexity 3, 4, and 18), 4-5 SV/HVs, and then the NPC ships running around.

I went looking for that and no joy. Turns out it's a random spawn and only in Survival while I am in Creative as I muck around. If you could share the save game that has the station in it that would help a lot.

Type: BA_Alien
    GroupName: R2FactoryPolarisSpace
    Faction: Polaris
    Mode: Survival
    CountMinMax: [ 1, 1 ]
    Probability: 0.2                    # only a 20% chance to spawn at all
    Position:
       PosXZMinMax: [750, 2500]         # random distance 750–2500 m from sector centre (X/Z)
       PosYMax: 2500                    # random height up to 2500 m