Its the amount of garrison and trade ships in addition to enormous end game fleets on the ten player maps. Very disappointing, as game optimization was supposed to be enormously better than Sins1 with regard to this exact problem. Note that this applies to ships you see or your empire sees, not particularly what the various AIs are looking at.
Im hoping we get the old "small fleet size" option we got in the old game. Additionally, i am hoping that someone smarter than me will develop a mod(s) that:
- Allow you to uncheck the ability to see trade ship fleets either entirely or in portions.
- Allow you to reduce the amount of strike craft seen either entirely or in portions.
- Allow you to simply turn off "trade ship sensors" entirely.
Trade ship sensors is particularly frustrating, as it is quite handy in the early stages but an enormous resource hog in huge late game matches. Strike craft in huge late game play can easily hit 800 per player per planet, so thats also a huge amount of processing power that im confident most of us cannot really appreciate or track in real time with real eyeballs.
Garrison behavior also needs some sort of adjusting, like making less ships but tougher ships with better damage and perhaps a longer respawn rate. This is such a resource drag that I simply never use it, but its also new to Sins2 and a thoughtful, well intended and fun feature....except that it prevents you from having a good game experience after everyone on the map has gone ham.
To a lesser extent, the new debris from wrecked ships and stations simply needs a baked in option to be turned off along with a fair amount of excellent looking other debris/effects newly added. They make the game look cool, but we need the game to work right and that requires players to be able to disable the amount of items rendered.
It is confusing and very irritating that the devs are so disconnected from either reality or indifferent to player experience as to not have already resolved these issues. They are NOT exclusive to old underpowered gaming rigs, as the OP clearly has a modern and rather high end machine. We shouldnt be discussing this at this stage in the game. The devs should have been on this, as the bulk of the end game instability stem from issues that non-multicore optimized Sins1 suffered from for ten..fifteen years?