Search found 357 matches: performance

Searched query: performance

by Rseding91
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 ...
by Rseding91
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.
by Rseding91
Wed Dec 06, 2023 8:16 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 416
Views: 250530

Re: Performance optimization - post your saves

zer0t wrote:
Wed Dec 06, 2023 7:58 pm
Ah that makes sense. Missed that one. Thx for the fast response and help :)
The issue is made worse by the most extreme case of over-signaling I have ever seen in your save. If you removed 90% of the signals it would probably drastically improve the performance.
by Rseding91
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. ...
by Rseding91
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.
by Rseding91
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 ...
by Rseding91
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

TheKillerChicken wrote:
Sat Sep 02, 2023 6:14 pm
I 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.
Theoretically yes.
by Rseding91
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 ...
by Rseding91
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.
by Rseding91
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 ...
by Rseding91
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 ...
by Rseding91
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.
by Rseding91
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.
by Rseding91
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 ...
by Rseding91
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.
by Rseding91
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... ...
by Rseding91
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 ...
by Rseding91
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.
by Rseding91
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.
by Rseding91
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 ...

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