Search found 7 matches
- Fri Sep 15, 2017 5:05 am
- Forum: Ideas and Suggestions
- Topic: Suggestions for speeding up factorio
- Replies: 17
- Views: 6409
Re: Suggestions for speeding up factorio
And how would you propose the energy statistics work in this scenario? Because they would become completely useless with any of the changes you describe.. I proposed 4 global variables, but having 4 * entity types instead wouldn't change the idea, nor materially change the speed gain. Since the 2 f...
- Wed Sep 13, 2017 9:09 am
- Forum: Ideas and Suggestions
- Topic: Suggestions for speeding up factorio
- Replies: 17
- Views: 6409
Re: Suggestions for speeding up factorio
In virtually all cases it's not acceptable to not be accurate when it comes to power consumption which is why things work on a per-tick basis. Also mods can adjust power in any entity at any tick which changes if it can work or not. Mods can also change the active state of almost any entity which c...
- Wed Sep 13, 2017 8:48 am
- Forum: Ideas and Suggestions
- Topic: Suggestions for speeding up factorio
- Replies: 17
- Views: 6409
Re: Suggestions for speeding up factorio
Regarding #1 and #2: those checks already account for virtually all of the time spent in those areas. Once the check is done it's almost free to have the inserter or robot just do the work instead of saying "nah not yet" - it wouldn't gain anything and probably would slow the normal simul...
- Wed Sep 13, 2017 5:11 am
- Forum: Ideas and Suggestions
- Topic: Suggestions for speeding up factorio
- Replies: 17
- Views: 6409
Suggestions for speeding up factorio
TL;DR Speed improvements What ? 1. Have a flag on inserter to only start moving when have full stack to grab. Alternatively, when "override stack size" is set, use that as the exact amount to grab. 2. Have a flag on roboport(s) to only pickup once there is >= carrying capacity in the ches...
- Sat Aug 19, 2017 1:46 pm
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 43629
Re: Friday Facts #204 - Another day, another optimisation
The ordering of entities is very likely to be important in code like this. Furthermore changes in the linked list is likely to be rare but insertions and deletions more common. A better solution than a linked list in these scenarios are array linked lists. Here the linked list is between arrays of e...
- Sat Aug 19, 2017 12:45 pm
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 43629
Re: Friday Facts #204 - Another day, another optimisation
Those you would keep in a static field side by side for themselves so that they take up a single or two cache lines. It is very unlikely it would ever be evicted from the 1st level cache. You trade direct memory access to any location in memory for a extra single static mem load plus some extra inst...
- Sat Aug 19, 2017 8:34 am
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 43629
Re: Friday Facts #204 - Another day, another optimisation
If memory bandwidth is a problem, then it is probably not necessary to use a whole double as the frameReference. A single byte ought to be significant enough to prevent visual artifacts. For most calculations in a game it is probably unnecessary to use more than a float. Another trick to cut down me...