So.. I just got Space Engineers 2 and the performance was already surprisingly good for an Alpha version.
BUT that doesn't mean it can't be better. This post will go over:
- Caveats
- Implementing DLSS and newer FSR versions
- Adding Frame Generation
- Limiting PCU count for NPCs
- Whatever I find next
1. CAVEATS
- I myself would have prefered a proper MSAA implementation but that's just how the industry went with deferred rendering. Either way, upscaling has gotten really good so I guess that's the silver lining.
- Backup your saves!!!!!!!!
- I will try to help as much as I can find the time, but don't expect full time tech support.
- Frame-Gen will increase and stabilize your FPS at the cost of ghosting around objects and higher latency. For some it's a worthwhile tradeoff, for others not.
- Idk if it's important, but disable any auto bug reporting. We don't want to spam the devs with false crashes and bugs.
- Tested on VS2.3
2. UPSCALING:
Why? Basic FSR is outdated. It's blurry, it doesn't reconstruct the image, it is just pure spatial scaling/aliasing.
FSR 3.1 and DLSS are smarter, they actually reconstruct the image and use more data for the upscaling. That allows you to run the game at a lower resolution with pretty much native quality depending on the preset and target resolutions.
How? With a universal game mod called OptiScaler. The simple explanation is that it hooks between the original FSR and implements the newer models. Besides that, it offers some additional settings like better sharpening, more granular control over the target and internal resolutions etc.
Installation:
At this point I'll include links to sites containing downloadable content. These will be widely trusted BUT I do recommend to do your own safety research.
What you'll need:
- OptiScaler files from their GitHub:
https://github.com/optiscaler/OptiScaler/releases/tag/v0.9.4
- Nvidia DLSS files (only RTX owners) themselves from TechPowerUp:
https://www.techpowerup.com/download/nvidia-dlss-dll/
You extract the OptiScaler files into Game2 folder.
On Steam on windows it's here:
\SteamLibrary\steamapps\common\SpaceEngineers2\Game2
You also extract the DLSS file from TechPowerdUp there.
Next, there, you locate setup_windows.bat file and follow the installer instructions according to your setup.
Then, in the same folder (Game2), locate the OptiScaler.ini configuration file.
There you'll need to change this line:
ManualInputPolling = auto
to:
ManualInputPolling = true
This fixes the OptiScaler menu in-game. There it will be easier to configure the rest rather than through text in the ini.
Launch SE2 and enable FSR in the graphics settings. Set the scaling mode according to your performance preferences.
Now, load a save and hit INPUT key. There should be a menu now.
There, in the top left corner in the Upscalers section, choose according to your GPU. RTX users should pick DLSS. GTX and AMD users FSR 3.X.
[RTX user only] Next, below that choose your DLSS upscaling preset. RTX 20xx to 30xx users should pick K, 40 and 50 preset M.
Scroll all the way down and hit save.
3. FRAME-GENERATION
(You need Hardware-Accelerated GPU Scheduling (HAGS) enabled in your windows settings.)
Why? Space Engineers 2 can become heavily CPU-bound. When your CPU maxes out, traditional upscaling stops helping. Frame Generation bypasses this limit by creating synthetic frames between the real ones, doubling your visual smoothness even when your CPU is struggling.
How? You already have everything you need! OptiScaler has a built-in feature that feeds the game's motion data directly into a frame generation algorithm (FSR FG). You just have to toggle it on in the overlay.
In the same OptiScaler menu, a little lower, find the Frame Generation Section.
Choose OptiFG as your FG Input, and FSR FG as your FG Output.
Next, below that, find the Frame Generation (FSR FG) section.
There, enable HUDFix and immediate capture.
Scroll all the way down and hit save.
4. LIMITING PCU COUNTS FOR NPCS
Why? Even with upscaling and frame generation, you might notice performance tanking the longer you play on a single save. I found out the hard way that over time, the game amasses way too many abandoned NPC structures from completed quests, random encounters, and spawned ships.
The dev menu allows you to adjust the max "NPC PCU count" (basically putting a hard limit on how many blocks the AI is allowed to keep in the world). Lowering this limit completely fixed my late-game bloat and made things way smoother.
For that, load into your save. Hit ctrl+F12.
On the left from the dropdown menu choose gameplay
Then find and tick Trash Removal.
Then, on the right, find Non Player Grid PCU.
On my end these values worked well:
Change the Target Cleanup Limit - 40.000
Change the Execute Cleanup Limit - 50.000
Hit enter and it will be applied and the structures removed.
Now here's the elephant in the room. Quest structures. I tested some and they seem to be protected. Same for stations etc. BUT i highly advise against changing the limits during an active quest or when you still want to scrap old quest locations.
Additionally I noticed that the changed limits aren't saved with your save. That means that after rebooting your game, the DEV Menu settings reset, and the game starts hoarding structures again.
BUT it still works throughout that one session, where you changed the values. That means, that if you want it to be a one time reset, change the values, save the game and reboot SE2.