Thanks for the response!
So from the looks of the increase in render preparation time it's recreating the entire tooltip graphic for each frame, even if only a few pixels on the tooltip have changed?
This does have an impact in multiplayer games where one of the computers is close to the edge of ...
Search found 12 matches
- Mon Nov 18, 2024 8:50 pm
- Forum: Not a bug
- Topic: [2.0.15] Surprising performance cost for bars moving
- Replies: 3
- Views: 473
- Mon Nov 18, 2024 4:56 pm
- Forum: Not a bug
- Topic: [2.0.15] Surprising performance cost for bars moving
- Replies: 3
- Views: 473
Re: [2.0.15] Surprising performance cost for bars moving
Having looked into this a bit more this seems to affect any "progress bar" on a tooltip that isn't either full or empty e.g. fluid wagons, fluid tanks, pipes, etc.
Also radars! (sector scanning progress)
To put this in perspective, looking at the following chaos on Vulcanus, mousing over a radar ...
Also radars! (sector scanning progress)
To put this in perspective, looking at the following chaos on Vulcanus, mousing over a radar ...
- Mon Nov 18, 2024 4:45 pm
- Forum: Not a bug
- Topic: [2.0.15] Surprising performance cost for bars moving
- Replies: 3
- Views: 473
[2.0.15] Surprising performance cost for bars moving
Hopefully this is interesting/helpful to someone.
This came about through an investigation in another thread.
Video attached for reference.
When looking at tooltips, there seems to be quite a large increase in "game render preparation" for entities where there is a moving/changing progress bar ...
This came about through an investigation in another thread.
Video attached for reference.
When looking at tooltips, there seems to be quite a large increase in "game render preparation" for entities where there is a moving/changing progress bar ...
- Mon Nov 18, 2024 4:07 pm
- Forum: Technical Help
- Topic: UPS / FPS slowdowns despite low GPU and CPU usage; somehow related to fast movement and pollution!
- Replies: 10
- Views: 1820
Re: UPS / FPS slowdowns despite low GPU and CPU usage; somehow related to fast movement and pollution!
Update and render run in parallel, but they have sychnronization point - render preparation, which block both render and update. Disabling options "show smoke", "show particles" and "show decoratives" will remove some work from render preparation ... how much depends on how much smoke, particles ...
- Mon Nov 18, 2024 3:56 pm
- Forum: Technical Help
- Topic: UPS / FPS slowdowns despite low GPU and CPU usage; somehow related to fast movement and pollution!
- Replies: 10
- Views: 1820
Re: UPS / FPS slowdowns despite low GPU and CPU usage; somehow related to fast movement and pollution!
And of course, another solution would be to destroy the "son of icebreaker" platform.
Having tested in singleplayer, that platform alone is taking up about 2.4ms of game update time... or to put it in other terms, 25% of all entity update time.
All FPS/UPS issues vanish when that platform is ...
Having tested in singleplayer, that platform alone is taking up about 2.4ms of game update time... or to put it in other terms, 25% of all entity update time.
All FPS/UPS issues vanish when that platform is ...
- Mon Nov 18, 2024 3:09 pm
- Forum: Technical Help
- Topic: UPS / FPS slowdowns despite low GPU and CPU usage; somehow related to fast movement and pollution!
- Replies: 10
- Views: 1820
Re: UPS / FPS slowdowns despite low GPU and CPU usage; somehow related to fast movement and pollution!
You don't seem to have mentioned trying to lower your graphic settings ?
Most graphics settings seem to reduce load on the GPU and VRAM, both of which are nowhere near capacity.
The situation seems to be that even a small increase (0.5ms to 1ms) in render preparation causes the FPS (and FPS ...
- Mon Nov 18, 2024 1:19 pm
- Forum: Technical Help
- Topic: UPS / FPS slowdowns despite low GPU and CPU usage; somehow related to fast movement and pollution!
- Replies: 10
- Views: 1820
Re: UPS / FPS slowdowns despite low GPU and CPU usage; somehow related to fast movement and pollution!
Thanks for the reply posila, much appreciated!
I'm currently running with the theory that upgrading the CPU will help, in addition to whatever optimisations come out in future updates.
...and we could of course not having platforms going incredbly slowly through incredibly dense asteroid fields ...
I'm currently running with the theory that upgrading the CPU will help, in addition to whatever optimisations come out in future updates.
...and we could of course not having platforms going incredbly slowly through incredibly dense asteroid fields ...
- Mon Nov 18, 2024 1:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time
- Replies: 36
- Views: 14982
Re: [2.0.15] Demolishers take a disproportionate amount of cpu time
Very useful thread, I was also wondering also what "SmokeWithTrigger" was.
On our game it's taking up a non-trivial amount of update time: https://forums.factorio.com/viewtopic.php?f=49&t=121399
(admittedly there are lots of other things taking far more)
Save file attached to that thread. We also ...
On our game it's taking up a non-trivial amount of update time: https://forums.factorio.com/viewtopic.php?f=49&t=121399
(admittedly there are lots of other things taking far more)
Save file attached to that thread. We also ...
- Mon Nov 18, 2024 12:39 pm
- Forum: Technical Help
- Topic: UPS / FPS slowdowns despite low GPU and CPU usage; somehow related to fast movement and pollution!
- Replies: 10
- Views: 1820
Re: UPS / FPS slowdowns despite low GPU and CPU usage; somehow related to fast movement and pollution!
What do your individual GPU cores's or fuctions' usages look like? It's possible to pin your GPU at only 10% usage if, say, 10% of it is running at 100%, and the other 90% is doing nothing. That 100% is the average across all functions, including things like video compression/decompression, RTX ...
- Thu Nov 14, 2024 10:27 am
- Forum: Technical Help
- Topic: UPS / FPS slowdowns despite low GPU and CPU usage; somehow related to fast movement and pollution!
- Replies: 10
- Views: 1820
Re: UPS / FPS slowdowns despite low GPU and CPU usage; somehow related to fast movement and pollution!
See also screenshots showing the various settings from this post: 68653
Slowdown also occurs when manually firing artillery to scout new areas:
Slowdown also occurs when manually firing artillery to scout new areas:
- Thu Nov 14, 2024 9:53 am
- Forum: Technical Help
- Topic: UPS / FPS slowdowns despite low GPU and CPU usage; somehow related to fast movement and pollution!
- Replies: 10
- Views: 1820
UPS / FPS slowdowns despite low GPU and CPU usage; somehow related to fast movement and pollution!
Hello there, thought people would find this interesting. Hopefully someone will be able to help.
Playing a multiplayer game with three people total. First noticed frame stuttering on my computer in multiplayer as the game got older and our factory got bigger. Other players didn't have the same ...
Playing a multiplayer game with three people total. First noticed frame stuttering on my computer in multiplayer as the game got older and our factory got bigger. Other players didn't have the same ...
- Sun Oct 27, 2024 10:21 am
- Forum: Ideas and Suggestions
- Topic: Space platform destruction should be more dramatic
- Replies: 1
- Views: 380
Space platform destruction should be more dramatic
(Space Age is amazing BTW)
To set the scene, here's a set of messages from a friend I'm playing with in multiplayer:
"aight
lessons learned
don't put a nuclear reactor where an asteroid might hit π
BOOOM"
This sounds quite fun, but he mentioned on Discord after that the experience of the actual ...
To set the scene, here's a set of messages from a friend I'm playing with in multiplayer:
"aight
lessons learned
don't put a nuclear reactor where an asteroid might hit π
BOOOM"
This sounds quite fun, but he mentioned on Discord after that the experience of the actual ...