Search found 357 matches: performance
Searched query: performance
- Wed Apr 03, 2024 3:01 pm
- Forum: Technical Help
- Topic: [1.1.106] Crash occurring when the progress bar fully loaded, when using Alien Biomes
- Replies: 2
- Views: 222
Re: [1.1.106] Crash occurring when the progress bar fully loaded, when using Alien Biomes
Looking at the log file I see 2 issues. 1. You've forced the game to run as OpenGL which is measurably worse performance wise than the default of DirectX. Is there a reason you did this? 2. Your GPU has 2 GB of video memory and you're trying to run graphics heavy mods. My theory ...
- Wed Feb 07, 2024 2:46 am
- Forum: Technical Help
- Topic: [1.1.104] High Gui render preparation time when using show-generated-chunks
- Replies: 1
- Views: 215
Re: [1.1.104] High Gui render preparation time when using show-generated-chunks
That’s expected. Some debug options have performance overhead.
- Wed Dec 06, 2023 8:16 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 416
- Views: 250530
- Sat Oct 21, 2023 4:58 pm
- Forum: Ideas and Suggestions
- Topic: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?
- Replies: 13
- Views: 1615
Re: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?
... doing circuit controlled power priority and ramping up and down consumption to match energy reserve value etc. So I wonder if this has similar performance concerns, using power switches to dynamically change the topology of the networks at large scale. When split, the statistics are copied. ...
- Sat Sep 23, 2023 3:18 pm
- Forum: Minor issues
- Topic: [1.1.88] Crash of headless in HR mode if any sprite over SR pixel limit
- Replies: 4
- Views: 1331
Re: [1.1.88] Crash of headless in HR mode if any sprite over SR pixel limit
... in the config file. In a graphics version of the game it sees that a given GPU can actually use a larger atlas size and does so to improve performance. The "fix" here is to just not set the atlas size at all in the config and let the game figure out the best option it can.
- Wed Sep 13, 2023 7:04 pm
- Forum: Technical Help
- Topic: Technical Question about Multiplayer
- Replies: 4
- Views: 760
Re: Technical Question about Multiplayer
TLDR: Does the slowest client connected to a dedicated server impact performance of other players? No. If a client is too slow to keep up with the server the server will drop the client with a message "*player-name*'s computer or network could not keep ...
- Sat Sep 02, 2023 7:12 pm
- Forum: Ideas and Suggestions
- Topic: Possibly suppoert for SMT technology and NUMA
- Replies: 13
- Views: 1428
Re: Possibly suppoert for SMT technology and NUMA
Theoretically yes.TheKillerChicken wrote: ↑Sat Sep 02, 2023 6:14 pmI do know this game is DRAM dependent, so I am wondering if I populate all 16 DDR3-1866 slots, will that give any performance increase? It is 8-channel memory supported.
- Mon Aug 21, 2023 12:18 pm
- Forum: Implemented for 2.0
- Topic: No more than 255 tiles?
- Replies: 21
- Views: 7204
Re: No more than 255 tiles?
It's not going to happen. It would be a memory and performance hit for *every single base game player regardless of them using mods* - that's not going to happen. Wouldn't this be inevitable in the future, anyways? If a major content update is ever ...
- Fri Aug 04, 2023 4:28 pm
- Forum: Modding help
- Topic: Performance problems with tagging entities
- Replies: 7
- Views: 879
Re: Performance problems with tagging entities
I loaded the save and it's using at most 8 MS, I then un-zipped the mod and commented out the chart tag and it made zero difference in performance. So what ever the time is spent in that mod; it's not the chart tags.
- Mon Jul 17, 2023 8:05 am
- Forum: Technical Help
- Topic: Active chunks
- Replies: 2
- Views: 443
Re: Active chunks
Active chunks have the performance impact of what ever entities need to be updated in those chunks. Ghosts of destroyed entities, beacons, and corpses update every 150~ ticks until they time out. I’m the case of beacons they never time ...
- Sat Jul 15, 2023 2:52 am
- Forum: Technical Help
- Topic: [1.1.80] Save file corruption on operating system crash
- Replies: 2
- Views: 465
Re: [1.1.80] Save file corruption on operating system crash
... not written to disk is due to the disk write logic built into windows. You can disable disk write caching on windows but you will get degraded performance. https://www.thewindowsclub.com/enable-disable-disk-write-caching-windows-7-8 The fix is not have the operating system crash. An improper ...
- Sun May 07, 2023 6:08 pm
- Forum: Technical Help
- Topic: [1.1.80] Server login problem
- Replies: 5
- Views: 857
Re: [1.1.80] Server login problem
It looks like the issue is the https://mods.factorio.com/mod/graftorioSF mod; removing that fixes the performance issues completely.
- Wed Mar 29, 2023 11:09 pm
- Forum: General discussion
- Topic: Looking for save files
- Replies: 11
- Views: 3662
Re: Looking for save files
I'm looking for any saves. I'm going to test if they desync locally and test other things that the current released version of the game doesn't test for performance reasons.
- Fri Mar 10, 2023 6:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.76] Any chances recovering this save?
- Replies: 20
- Views: 3002
Re: [boskid][1.1.76] Any chances recovering this save?
We do attempt to validate what we can when saving. The issue(s) come from the performance impact the validation has. The players with correctly working hardware (the vast majority) don't want to pay increasingly more cost to try to catch issues on malfunctioning ...
- Mon Mar 06, 2023 2:42 pm
- Forum: Minor issues
- Topic: [1.1.59] Opened drop-down still visible even if parent LuaGuiElement visible set to false
- Replies: 1
- Views: 926
Re: [1.1.59] Opened drop-down still visible even if parent LuaGuiElement visible set to false
Thanks for the report. I don't currently have a solution to this that wouldn't make setting visible to false have big performance impact which is not desirable.
- Sat Dec 10, 2022 7:47 pm
- Forum: Not a bug
- Topic: [1.1.74] Factorio uses efficiency cores instead of performace cores
- Replies: 12
- Views: 2988
Re: [1.1.74] Factorio uses Efficiency Cores instead of Performace Cores
... into it, windows 11 does this far better than windows 10. In the end I just disabled the E-cores in my BIOS and it gave a total system overall performance boost. Requiring every piece of software tell the operating system (windows or mac) which cores it wants to use is a recipe for disaster... ...
- Fri Dec 09, 2022 2:05 pm
- Forum: Not a bug
- Topic: [1.1.72][Lua] corrupt defines.circuit_connector_id
- Replies: 7
- Views: 1444
Re: [1.1.72][Lua] corrupt defines.circuit_connector_id
... to work just like that. The value of the define is never supposed to be important and in an ideal world mods could not read the value. But due to performance we don't have it setup that way. A given define is only ever useful when combined with an API function that specifically requests it. Otherwise ...
- Wed Dec 07, 2022 10:28 pm
- Forum: Modding interface requests
- Topic: LuaPlayerRotatedEntityEventFilter
- Replies: 1
- Views: 564
Re: LuaPlayerRotatedEntityEventFilter
I’m not against adding filters but generally the filters are for when the event happens a lot and to allow filtering out the ones a mod doesn’t need without paying the overhead of filtering on the lua side. In this case the event is super rare and performance isn’t really a concern.
- Fri Sep 09, 2022 5:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.68] Factorio freezes always at the exact same moment
- Replies: 8
- Views: 3564
Re: [1.1.68] Factorio freezes always at the exact same moment
... with how many tile ghosts you have queued to build but not being built is causing it to take a *very* long time to complete. I've improved the performance of this specific case for the next release but if you let it sit, it will eventually continue.
- Wed Aug 03, 2022 10:43 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 204052
Re: Parrallel processing in games & applications
... old core2duo in that CPU list; but I do see a CPU released within the last 6 months on the latest manufacturing process with amazing single core performance. It feels like it's long overdue to get more use of cores from gaming. In Factorio's case I'd guess Bot pathing, Biter AI and Train pathing ...