Indeed a very good sign considering the worry mentioned earlier, guess the CPU is able to prefetch that new change well or it gets optimized out or something. ^.^;
Search found 190 matches
- Sat Jan 15, 2022 9:57 pm
- Forum: Technical Help
- Topic: Costly `FixedPointNumberTemplate<int, 8u>::getDouble() const`
- Replies: 12
- Views: 2204
- Sat Jan 15, 2022 5:27 am
- Forum: Technical Help
- Topic: Costly `FixedPointNumberTemplate<int, 8u>::getDouble() const`
- Replies: 12
- Views: 2204
Re: Costly `FixedPointNumberTemplate<int, 8u>::getDouble() const`
Since there are 4 unique entity types the logic does not know what type of entity it might get when iterating the chunk lists and since we need to keep addition and removal of an entity from these lists O(1) they can't be pooled into any kind of memory pool. This is precisely the kind of issue type...
- Fri Jan 14, 2022 7:05 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 385
- Views: 199025
Re: Performance optimization - post your saves
As requested by posila at viewtopic.php?p=559889#p559889 posting this save to look at Surface::listFriendlyEntities performance issues:
https://overminddl1.com/Factorio/perf/OverSE-E1-22.zip
https://overminddl1.com/Factorio/perf/OverSE-E1-22.zip
- Fri Jan 14, 2022 7:03 pm
- Forum: Technical Help
- Topic: Costly `FixedPointNumberTemplate<int, 8u>::getDouble() const`
- Replies: 12
- Views: 2204
Re: Costly `FixedPointNumberTemplate<int, 8u>::getDouble() const`
which mtune, O-level, or other CXXFLAGS are you using? Purely just -O3 for this test, nothing fancy. ... I can't download https://overminddl1.com/Factorio/perf/perf-factorio.data.xz, I get 403 Forbidden. Oh bugger all, didn't have xz files in the allow list, fixed. But, save would be more useful, s...
- Fri Jan 14, 2022 5:04 pm
- Forum: Technical Help
- Topic: Costly `FixedPointNumberTemplate<int, 8u>::getDouble() const`
- Replies: 12
- Views: 2204
Re: Costly `FixedPointNumberTemplate<int, 8u>::getDouble() const`
movd + cvtdq2pd + mulsd Interestingly GCC 11.2 compiles it to: pxor xmm0, xmm0 cvtsi2sd xmm0, edi mulsd xmm0, QWORD PTR .LC0[rip] .LC0: .long 0 .long 1064304640 And clang 13 compiles it to: .LCPI0_0: .quad 0x3f70000000000000 # double 0.00390625 cvtsi2sd xmm0, edi mulsd xmm0, qword ptr [rip + .LCPI0...
- Fri Jan 14, 2022 4:49 pm
- Forum: Technical Help
- Topic: Costly `FixedPointNumberTemplate<int, 8u>::getDouble() const`
- Replies: 12
- Views: 2204
Re: Costly `FixedPointNumberTemplate<int, 8u>::getDouble() const`
On Windows (so compiled by MSVC), it ends up being movd + cvtdq2pd + mulsd and is inlined everywhere I looked. Which makes me think your profiler is incorrectly attributing instructions to getDouble() as it can't figure out what belongs to what after inlining and link time optimizations. Even if it...
- Fri Jan 14, 2022 5:08 am
- Forum: Technical Help
- Topic: Costly `FixedPointNumberTemplate<int, 8u>::getDouble() const`
- Replies: 12
- Views: 2204
Costly `FixedPointNumberTemplate<int, 8u>::getDouble() const`
Greets, been having some UPS issues in a bug-heavy game (with mods like rampant, but script times are remaining sub-1.2ms consistently), the in-game timings show that the Entity Update times are (depending on what the bugs are doing) between 15 to 35ms. I took a profile of the game while it was runn...
- Wed Mar 24, 2021 11:25 pm
- Forum: Duplicates
- Topic: Crash while ingame
- Replies: 2
- Views: 1326
- Wed Mar 24, 2021 11:24 pm
- Forum: Duplicates
- Topic: Crash while ingame
- Replies: 2
- Views: 1326
Re: Crash while ingame
Oh actually, by random chance I did happen to be streaming it at the time so some friends could watch, my mouse cursor went over the icon for an entity that showed ammo in the tooltip, so this might be related! So this may have been what was *just* fixed in 1.1.30, I'm updating to 1.1.30 and will re...
- Wed Mar 24, 2021 11:17 pm
- Forum: Duplicates
- Topic: Crash while ingame
- Replies: 2
- Views: 1326
Crash while ingame
EDIT: It looks like it was the ammo crash of 1.1.29 that was fixed in 1.1.30 shortly after, so this issue may be resolved. Factorio 1.1.29 (1.1.30 came out while in-game, updating to 1.1.30 now though, however the below log doesn't seem to be in the changelog of fixes for 1.1.30, thus still reportin...
- Mon Jan 18, 2021 12:18 am
- Forum: Technical Help
- Topic: Mod GC Time
- Replies: 1
- Views: 1011
Mod GC Time
I have a (large) number of mods on my server where some are creating a lot of garbage memory instead of using pools or so as they should be doing. This is causing the LUA Incremental GC time to take almost *4* times the amount of time that LUA script processing itself is taking. Right now the LUA GC...
- Mon Jan 18, 2021 12:14 am
- Forum: Technical Help
- Topic: Why Factorio loading takes so long?...
- Replies: 12
- Views: 5050
Re: Why Factorio loading takes so long?...
Vanilla factorio loads almost instantly, it's mods that slow it down. Something I've noticed and mentioned somewhere before is that I did testing and found that for each additional mod added, even tiny QoL mods that don't adjust prototypes, increases the time for every mod to load. An example with r...
- Fri Jan 15, 2021 7:19 am
- Forum: 1 / 0 magic
- Topic: [1.1.8] Crash on start when loading mods
- Replies: 4
- Views: 1178
Re: [1.1.8] Crash on start when loading mods
For documentation sake it happened again, same stack trace (though different symbol value, likely because factorio has been updated, 1.1.11 now): Factorio crashed. Generating symbolized stacktrace, please wait ... Raw stacktrace: 0xd08b27, 0xf05b3d, 0xd5f425, 0xd5fab1, 0xd5fb69, 0x41950, 0x93d15, 0x...
- Fri Jan 08, 2021 10:04 pm
- Forum: 1 / 0 magic
- Topic: [1.1.8] Crash on start when loading mods
- Replies: 4
- Views: 1178
Re: [1.1.8] Crash on start when loading mods
I thought that might be the case but the similar error on two computer that are separated by years between when they were built made me wonder... I'll try to update if it happens again and I catch it.
- Thu Jan 07, 2021 8:11 pm
- Forum: 1 / 0 magic
- Topic: [1.1.8] Crash on start when loading mods
- Replies: 4
- Views: 1178
Re: [1.1.8] Crash on load
And it loaded on the next attempt for note. It's worth noting that I've gotten this same (or at least very similar) error in the same place a week ago on another computer but as it wasn't my main computer and it wasn't on the internet at the time so I didn't report it. It was the same set of mods ho...
- Thu Jan 07, 2021 8:03 pm
- Forum: 1 / 0 magic
- Topic: [1.1.8] Crash on start when loading mods
- Replies: 4
- Views: 1178
[1.1.8] Crash on start when loading mods
Was loading in 1.1.6, skipped 1.1.7 as 1.1.8 came out immediately after, during loading the game it crashed, this is the last bit of the log (see attached for full log): Factorio crashed. Generating symbolized stacktrace, please wait ... Raw stacktrace: 0xd05da7, 0xf0043d, 0xd5b9a5, 0xd5c031, 0xd5c0...
- Tue Jan 21, 2020 4:06 pm
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 28708
Re: Friday Facts #330 - Main menu and File Share Shenanigans
ZFS is fantastic! As someone working a few years with T5 servers with ZFS I have to disagree. It was OK unless more than 50% disk usage, otherwise it was getting painfully slow. Now we switched to x86 with a different FS and evweything works fine even at 99% of used space. I don't even know which F...
- Fri Jan 17, 2020 5:50 pm
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 28708
Re: Friday Facts #330 - Main menu and File Share Shenanigans
ZFS is fantastic! If all you need is a simple ZFS RAID for a network drive or so, then get a lot of drives and go. However, if you want even higher throughput and better reliability then an object store system (like ceph mentioned prior, which does use zfs underneath as I recall) is absolutely unbea...
- Fri Jan 10, 2020 4:58 pm
- Forum: News
- Topic: Friday Facts #329 - Campaign reassessment
- Replies: 78
- Views: 25128
Re: Friday Facts #329 - Campaign reassessment
This is the main prototype that we have been working on so far. A single map which starts small but grows after each objective is complete. This would emulate Freeplay gameplay in that the player can build very large bases and expand in the directions they want, but with quest objectives to steer t...
- Fri Dec 06, 2019 7:40 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 34680
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
If you keeps your eyes centered, then you can see the wave effect going on and almost predict where its going to be next. That's generally what I see in real life. Like a pecan tree field nearby, I live in an extremely flat area, so the wind quite literally makes rippling waves across the whole fie...