GPU is running around 70+°C , Intel Graphics around 85-90°C.
That's the save
https://www.dropbox.com/s/cyoupdwyaqkhyq1/fim.zip?dl=0
Search found 16 matches
- Sun Apr 24, 2016 1:33 pm
- Forum: Not a bug
- Topic: [0.12.29] [Michal] Performance issues (slow game)
- Replies: 24
- Views: 8913
- Sun Apr 17, 2016 11:30 am
- Forum: Not a bug
- Topic: [0.12.29] [Michal] Performance issues (slow game)
- Replies: 24
- Views: 8913
Re: [0.12.29] [Michal] Performance issues (slow game)
You mean the CPU has not the power to calculate game mechanics fast enough for 60 FPS ?
i5-4200H 2.80 GHz + 8GB DDR3
The base is slightly short of 2 rockets a minute
i5-4200H 2.80 GHz + 8GB DDR3
The base is slightly short of 2 rockets a minute
- Sun Apr 17, 2016 7:26 am
- Forum: Not a bug
- Topic: [0.12.29] [Michal] Performance issues (slow game)
- Replies: 24
- Views: 8913
Re: [0.12.29] [Michal] Performance issues (slow game)
Here are the two displays
main process is
> Update / Game update / Entity update : something like 30 / 0 / 0
main process is
> Update / Game update / Entity update : something like 30 / 0 / 0
- Sun Apr 17, 2016 4:11 am
- Forum: Not a bug
- Topic: [0.12.29] [Michal] Performance issues (slow game)
- Replies: 24
- Views: 8913
Re: [0.12.29] [Michal] Performance issues (slow game)
Ok, I've kept digging for solutions, with not much success.
Proprietary (ASUS) drivers won't install, too old (2014) versus NVidia drivers (march 2016)
I tried force open gl, no change
Windows or fullscreen, no change
vertical sync (factorio graphic options) no change
I tried forcing the use of ...
Proprietary (ASUS) drivers won't install, too old (2014) versus NVidia drivers (march 2016)
I tried force open gl, no change
Windows or fullscreen, no change
vertical sync (factorio graphic options) no change
I tried forcing the use of ...
- Mon Apr 11, 2016 8:11 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Full output 2400 green circuits/min, lvl3 assemblers
- Replies: 3
- Views: 11953
Full output 2400 green circuits/min, lvl3 assemblers
I've been doing green circuits the classic way (3 copper coil assemblers to 2 green circuits assembler) until a few days ago, when I needed the full output of 9,9 green circuit level 3 assemblers.
10 assemblers weren't producing enough and I started to investigate.
Problem : The classic setup ...
10 assemblers weren't producing enough and I started to investigate.
Problem : The classic setup ...
- Tue Apr 05, 2016 3:21 am
- Forum: Not a bug
- Topic: [0.12.29] [Michal] Performance issues (slow game)
- Replies: 24
- Views: 8913
Re: [0.12.29] [Michal] Performance issues (slow game)
The thing is, the drivers from the laptop manufacturer are 2/3 years old ( http://www.asus.com/us/supportonly/R510 ... _download/ ) while nVidia drivers are updated every week. I'm gonna try updating the Intel Graphics with the manufacturer drivers
- Mon Mar 28, 2016 4:55 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: FIP - Fully Integrated Production units
- Replies: 4
- Views: 4261
Re: FIP - Fully Integrated Production units
You might be right. I need a few days to test some variants, because I still believe that roboports centred units are the best way to build, but I am going to test them with plates
- Mon Mar 28, 2016 3:04 pm
- Forum: Not a bug
- Topic: [0.12.29] [Michal] Performance issues (slow game)
- Replies: 24
- Views: 8913
Re: [0.12.29] Performance issues (slow game)
Pretty much the same results with integrated graphics, maybe higher CPU usage. 30-35 fps
- Mon Mar 28, 2016 1:58 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: FIP - Fully Integrated Production units
- Replies: 4
- Views: 4261
Re: FIP - Fully Integrated Production units
I used to do that :)
I know that conventional set up have a central smelting or outpost smelting.
I had some quite big ( > 5000 ) furnaces smelting area before.
However, once you start to scale (aka plop big blueprints - more than 200 x 100 ) you have to adapt your smelting area for each new ...
I know that conventional set up have a central smelting or outpost smelting.
I had some quite big ( > 5000 ) furnaces smelting area before.
However, once you start to scale (aka plop big blueprints - more than 200 x 100 ) you have to adapt your smelting area for each new ...
- Mon Mar 28, 2016 1:48 am
- Forum: Not a bug
- Topic: [0.12.29] [Michal] Performance issues (slow game)
- Replies: 24
- Views: 8913
Re: [0.12.29] Performance issues (slow game)
On my biggest file save, I have 8100 furnaces & 3200 assemblers, 2GW setup. Runs at 25 FPS (was faster before).
"New" games tends to be set up very quick with blue prints designed on previous games , so they end up "big" quite fast :)
How am I supposed to know (and switch) which GPU is Factorio ...
"New" games tends to be set up very quick with blue prints designed on previous games , so they end up "big" quite fast :)
How am I supposed to know (and switch) which GPU is Factorio ...
- Sun Mar 27, 2016 10:13 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: FIP - Fully Integrated Production units
- Replies: 4
- Views: 4261
FIP - Fully Integrated Production units
For the last few weeks, I've been working on integrated productions units centered around roboports.
I was getting unsatisfied of overlapping / undercovered areas since I had to place roboports between production units.
I read about building around roboports instead of plopping roboports between ...
I was getting unsatisfied of overlapping / undercovered areas since I had to place roboports between production units.
I read about building around roboports instead of plopping roboports between ...
- Sun Mar 27, 2016 7:54 am
- Forum: Not a bug
- Topic: [0.12.29] [Michal] Performance issues (slow game)
- Replies: 24
- Views: 8913
Re: [0.12.29] Performance issues (slow game)
here it is http://www.malaiac.net/factorio.20160327.debug.zip
Win7 64, i5 4200H 2.8GHz, 8go DDR, SSD
Win7 64, i5 4200H 2.8GHz, 8go DDR, SSD
- Sun Mar 27, 2016 5:25 am
- Forum: Ideas and Suggestions
- Topic: Heightened Carrying Rail... thing.
- Replies: 5
- Views: 2239
Re: Heightened Carrying Rail... thing.
Another level (underground + ground + new over ground) of logistics would be awesome
- Sun Mar 27, 2016 4:04 am
- Forum: Implemented Suggestions
- Topic: Blueprints: Mirror/flip
- Replies: 97
- Views: 92656
[future] Mirror blueprint needs mirror chemical inputs
When the Factorio dev team will start working on adding mirroring to blueprints (like https://forums.factorio.com/viewtopic.php?f=92&t=15152 BluePrint flipper does already), chemical factories and refineries need to have switchable inputs. Otherwise, a simple vertical flip will mess up all inputs :)
- Fri Mar 25, 2016 1:51 pm
- Forum: Not a bug
- Topic: [0.12.29] [Michal] Performance issues (slow game)
- Replies: 24
- Views: 8913
[0.12.29] [Michal] Performance issues (slow game)
On a new game, my FPS is down to 40-50 instead of a normal 60 (with a few lags).
It's a new game with already a few thousands furnaces and assemblers working, 5 MB savegame. Usually works fine.
Am I the only one ?
It's a new game with already a few thousands furnaces and assemblers working, 5 MB savegame. Usually works fine.
Am I the only one ?
- Fri Feb 19, 2016 9:22 am
- Forum: Ideas and Suggestions
- Topic: Feature request: Allow one-time orders from logistic network
- Replies: 29
- Views: 12206
Re: Feature request: Allow one-time orders from logistic network
I'd like that too !
One time order : needed
one time order based on blue prints : great
one time order directed to external container : could work by using the "based on blue prints" on a requester chest.
One time order : needed
one time order based on blue prints : great
one time order directed to external container : could work by using the "based on blue prints" on a requester chest.