Search found 35 matches

by Paul17041993
Tue Jun 04, 2019 10:22 am
Forum: Mods
Topic: [MOD 0.16, 0.17] Realistic Electric Trains
Replies: 71
Views: 15689

Re: [MOD 0.16, 0.17] Realistic Electric Trains

BTW; there's still the PR pending that fixes the trains being broken in the current version;
https://github.com/Scarabytes/FactorioR ... ns/pull/15
by Paul17041993
Thu Mar 14, 2019 9:55 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.5][MacOS] Factorio performance dropped significantly
Replies: 7
Views: 1807

Re: [0.17.5][MacOS] Factorio performance dropped significantly

posila wrote:
Wed Mar 13, 2019 2:19 pm
By default, the option should be disabled unless game detects dedicated GPU.
This would've likely been the case due to the iris-pro part of the iGPU (128MB cache), and seeing as my 290X also becomes a furnace when texture streaming takes place, I suggest trying with texture streaming off?
by Paul17041993
Sat Dec 22, 2018 10:41 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 161
Views: 19613

Re: Friday Facts #274 - New fluid system 2

I'm suddenly more inclined to get a macbook to use instead of linux, not entirely sure why, though really I should get one anyway as I don't currently have anything for compiling on OSX myself... At any rate; nice work on the fluid system, this sounds much more logical for fluid mechanics and solves...
by Paul17041993
Sat Nov 17, 2018 9:32 am
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 26212

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Gonna' say, if you weren't going to release any time soon I would've suggested splitting the update, as holding the next update for another many months would very likely harm your retention rates, and in turn sales... Good to hear you did just that, wish it were done a bit earlier, but you're doing ...
by Paul17041993
Sat Oct 13, 2018 3:19 am
Forum: News
Topic: Friday Facts #264 - Texture streaming
Replies: 108
Views: 12786

Re: Friday Facts #264 - Texture streaming

Anyway, a GTX 1060 renders a game scene like this in 1080p in 1ms. That's fast, but it means in 4K it would take 4ms, 10ms on integrated GPUs, and more that a single frame worth of time (16.66ms) on old, non-gaming GPUs. No wonder, scenes heavy on smoke or trees can tank FPS, especially in 4K. Just...
by Paul17041993
Mon Sep 24, 2018 1:05 am
Forum: News
Topic: Friday Facts #261 - Performance + New player interaction
Replies: 94
Views: 11383

Re: Friday Facts #261 - Performance + New player interaction

I like the floating text, but as a old player I usually know why something isn't working, Please leave the option to keep the warnings in the bottom corner out of the way, I know to check there if I have questions but I know for newer players the floating text will help a lot! I personally would ju...
by Paul17041993
Sat Sep 22, 2018 11:45 pm
Forum: News
Topic: Friday Facts #261 - Performance + New player interaction
Replies: 94
Views: 11383

Re: Friday Facts #261 - Performance + New player interaction

I'd suggest altering the sleep timer to sleep for a shorter period of time, then run a spinlock on awake to time the next update more accurately. Using a spinlock waker also allows to pre-warm execution threads , as it takes time for the OS to wake them all up again. Nice idea. But if not implement...
by Paul17041993
Sat Sep 22, 2018 2:07 am
Forum: News
Topic: Friday Facts #261 - Performance + New player interaction
Replies: 94
Views: 11383

Re: Friday Facts #261 - Performance + New player interaction

Performance wise, as a low-level developer myself and one that's also had factorio on different systems, mobile intel CPUs often spike in and out of C state 0 to keep the power draw low, while maintaining a high clock speed. For the most part this doesn't affect the user that much, although in games...
by Paul17041993
Sat Sep 15, 2018 5:15 am
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 33715

Re: Friday Facts #260 - New fluid system

The 'speed and volume' is pretty much what I would use (or do actually, technically), myself, though the term 'speed' also refers to 'pressure', 'momentum' and 'flow', which are all essentially identical terms in this context. The things that would control the 'speed', and in turn make the pipes beh...
by Paul17041993
Sat Aug 25, 2018 11:44 pm
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 111
Views: 17720

Re: Friday Facts #257 - NPE/Campaign update

I'm definitely liking these changes, it makes much more sense for the rocket materials to be split out and put to use in various other places, among the general separation of nuclear etc. Of which in essence means you could get uranium processing, kovarex and ammo to use uranium in more classic meth...
by Paul17041993
Tue Aug 14, 2018 8:19 am
Forum: Pending
Topic: [0.16.51] Crash: "ElectricNetworkManager::update"
Replies: 1
Views: 250

[0.16.51] Crash: "ElectricNetworkManager::update"

Log seems to point to the electric net at fault, of which I actually have a set of [vanilla] steam turbines that are set to run in a binary switching fashion as opposed to all-running-together, however this is performed at the steam level and not with breakers. There are also however 3 individual gr...
by Paul17041993
Sun Jul 22, 2018 2:00 pm
Forum: News
Topic: Friday Facts #252 - Sound design & Map editor
Replies: 93
Views: 15257

Re: Friday Facts #252 - Sound design & Map editor

Flying bugs anyone...?
by Paul17041993
Sun Jul 22, 2018 1:59 am
Forum: News
Topic: Friday Facts #252 - Sound design & Map editor
Replies: 93
Views: 15257

Re: Friday Facts #252 - Sound design & Map editor

As someone that's played a lot of various war games, the artillery sound is a warm welcome. I do find it surprising though that you had two sets of methods for player and editor modes, most games go for the null-player route initially (which is also what I'd choose) which is very simple to implement...
by Paul17041993
Fri Jul 20, 2018 10:35 am
Forum: News
Topic: Friday Facts #251 - A Fistful of Frames
Replies: 80
Views: 13506

Re: Friday Facts #251 - A Fistful of Frames

But that's generally not possible when batching, is it? Only if you do separate batch queues/objects for each alpha stage, which is a pretty common method. With vulkan/compute however you can do some custom shenanigans depending on what you want, particularly if you make use of concurrent buffer ba...
by Paul17041993
Wed Jul 18, 2018 1:02 am
Forum: News
Topic: Friday Facts #251 - A Fistful of Frames
Replies: 80
Views: 13506

Re: Friday Facts #251 - A Fistful of Frames

Now to upgrade the entire sprite system to openCL, and probably everything else eventually... On a more serious note, has vulkan been considered as an even better latency and performance jump for modern hardware? particularly integrated GPUs and/or in laptops where less CPU use has a positive impac...
by Paul17041993
Sat Jul 14, 2018 10:54 pm
Forum: News
Topic: Friday Facts #251 - A Fistful of Frames
Replies: 80
Views: 13506

Re: Friday Facts #251 - A Fistful of Frames

Now to upgrade the entire sprite system to openCL, and probably everything else eventually... On a more serious note, has vulkan been considered as an even better latency and performance jump for modern hardware? particularly integrated GPUs and/or in laptops where less CPU use has a positive impact...
by Paul17041993
Sat Feb 24, 2018 5:59 am
Forum: News
Topic: Friday Facts #231 - Belt compression & Crash log uploading
Replies: 89
Views: 18031

Re: Friday Facts #231 - Belt compression & Crash log uploading

@Klonan You should try to collect at least the motherboard brand as well, preferably the chipset info too, as there's known issues with AM4 gigabyte and MSI boards that could be contributing to the render crash...
by Paul17041993
Mon Feb 12, 2018 9:05 pm
Forum: Not a bug
Topic: [.15] Replays cannot be played due to creation version
Replies: 3
Views: 415

Re: [.15] Replays cannot be played due to creation version

Which is a problem, because it means that replays virtually never work, unless you lock the game to a specific version and never update...
by Paul17041993
Mon Jan 15, 2018 7:28 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 119012

Re: Friday Facts #225 - Bots versus belts (part 2)

- Late game belt stacking on the express belts is what I'd go for, essentially like the tier3 assembler (you have to already have most stuff done before you can get them). - And/or, a way to provide power to blocks of express belts for additional speed, making them more like the coal belts we have i...
by Paul17041993
Wed Nov 08, 2017 1:33 am
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 17883

Re: Friday Facts #215 - Multithreading issues

creating/reaping threads costs time too. I do hope you're not doing that every tick? Actually the cost of making/collecting a thread is so tiny these days that the cost of a thread pool type system ends up roughly the same. You just lose the benefits of exact start/stop when using the pool system. ...

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