Search found 109 matches
- Wed Sep 06, 2017 2:59 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 200330
Re: Parrallel processing in games & applications
@Rseding91 Single-core performance has been optimized to the point where it's almost always waiting for RAM. Adding more threads increases the RAM demand and as I mentioned above: can cause both threads to run slower for having run at the same time due to contention for memory than if they ran in s...
- Mon Sep 04, 2017 6:51 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 200330
Re: What's currently preventing more parallelization?
Sure!Please don't start this again.
But, why the bad feelings? (scratches head)
- Mon Sep 04, 2017 6:14 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 200330
Re: What's currently preventing more parallelization?
@Rseding91 Single-core performance has been optimized to the point where it's almost always waiting for RAM. Adding more threads increases the RAM demand and as I mentioned above: can cause both threads to run slower for having run at the same time due to contention for memory than if they ran in se...
- Mon Sep 04, 2017 2:50 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 200330
What's currently preventing more parallelization?
Just out of curiosity mostly. I know that there's a push for optimizing single thread work before jumping into the glorious chaos of multi threading, but is there anything else keeping the devs from opening the floodgates? 10% is nice, but 75% (assuming work is easily parallelizeable) sounds better ...
- Thu Aug 31, 2017 4:12 pm
- Forum: General discussion
- Topic: Is "Lazy Bastard" appropriate?
- Replies: 43
- Views: 16750
Re: Is "Lazy Bastard" appropriate?
Certainly! If I came across as stern or rebuking in some way, I apologize, it not the intent. Text loses much of what is supposed to be communicated (shrug).
- Wed Aug 30, 2017 10:54 pm
- Forum: Gameplay Help
- Topic: Rocket lauch timings?
- Replies: 12
- Views: 6957
Re: Rocket lauch timings?
Thanks. I guess I never thought of theory crafting be placed under a support forum >.>
- Wed Aug 30, 2017 8:28 pm
- Forum: Gameplay Help
- Topic: Rocket lauch timings?
- Replies: 12
- Views: 6957
Re: Rocket lauch timings?
I honestly have no clue how this got into this forum... was it moved here?
- Wed Aug 30, 2017 8:26 pm
- Forum: General discussion
- Topic: Is "Lazy Bastard" appropriate?
- Replies: 43
- Views: 16750
Re: Is "Lazy Bastard" appropriate?
Maybe someone who got harassed for being illegitimate might be more sensitive to the word too. Point is, it's possible. The world doesn't need to be black and white, there are many types of people, and many types of games. If a game doesn't suit one person because of mild language content, thas perf...
- Wed Aug 30, 2017 8:23 pm
- Forum: General discussion
- Topic: Is "Lazy Bastard" appropriate?
- Replies: 43
- Views: 16750
Re: Is "Lazy Bastard" appropriate?
Eh, some things matter more, depending on the person. Some peeps are ok with Halo, but not Call of Duty, because of what is being killed. A better example would be that I am ok with gore, but not with sex scenes, whereas my wife is ok with the sex scenes, but not the gore.
- Wed Aug 30, 2017 5:08 am
- Forum: Gameplay Help
- Topic: Rocket lauch timings?
- Replies: 12
- Views: 6957
Rocket lauch timings?
I'm working towards 80 science packs / sec, and I'm trying to figure out how many rocket silos I'll need. Has anyone timed how long the launch animation is from the time that it starts to the time that the silo can start making rocket parts again?
- Wed Aug 30, 2017 5:06 am
- Forum: General discussion
- Topic: What is everyone's preferred train size
- Replies: 70
- Views: 46322
Re: What is everyone's preferred train size
1-2-1-2, one way.
Keeps speed high, and the distributed engines allow me to do some pretty neat blueprints for furnaces and such.
Keeps speed high, and the distributed engines allow me to do some pretty neat blueprints for furnaces and such.
- Wed Aug 30, 2017 4:40 am
- Forum: General discussion
- Topic: Is "Lazy Bastard" appropriate?
- Replies: 43
- Views: 16750
Re: Is "Lazy Bastard" appropriate?
If something could be taken as an offensive thing, it will be taken as an offensive thing. As others have pointed out, "Bastard" is not that offensive of a word. Historically, there was discrimination based on whether or not you were a legitimate child (this probably still occurs today, bu...
- Sun Aug 06, 2017 7:09 pm
- Forum: Ideas and Suggestions
- Topic: Connection of circuit network over distances.
- Replies: 22
- Views: 10627
Radio Signal Tower
TL;DR Create an entity that can send signals across the map without wires. What ? Create a Radio Signal Tower entity that can transmit the values of one circuit network to another Radio Signal Tower, effectively joining two circuit networks together. Why ? Only two points here: It reduces the setup...
- Sun Aug 06, 2017 7:01 pm
- Forum: Ideas and Suggestions
- Topic: Worker robot cargo size infinite research
- Replies: 9
- Views: 5152
Re: Worker robot cargo size infinite research
I like the idea, it helps reduce the need for charging stations.
- Tue Jun 13, 2017 3:19 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 878761
Re: 4-way intersection testing: Throughput and deadlocks
Finding the throughput of intersections is great, but... There's a limit for one track systems. Do we know what the limit is for a single lane of traffic for a 2-4 train? Once we get to 2 lanes and more, what designs work best, and what's the throughput lane. 3 lanes? 4? Is there a soft cap to the e...
- Sat Jun 10, 2017 11:47 pm
- Forum: Modding interface requests
- Topic: Railway and Rail Segment controls
- Replies: 3
- Views: 1628
Railway and Rail Segment controls
Factorio trains are one of the best parts of the game (IMHO). Let modders contribute more! It would be awesome to expose more of the pathing algorithm used by trains. Specifically, I would love to be able to: -Combine two rail dead ends together logically (IE, for pathing algorithms) (including whic...
- Mon Jun 05, 2017 11:10 pm
- Forum: Modding help
- Topic: Entity Enters area
- Replies: 2
- Views: 1285
Re: Entity Enters area
I took at factorissimo and the author does in fact use the on_tick event. In that case, there's just 1 entity to check against X factories. I may end up with N trains comparing against M tunnels, an operation that could get messy quickly. >.>
- Mon Jun 05, 2017 12:49 am
- Forum: Modding help
- Topic: Entity Enters area
- Replies: 2
- Views: 1285
Entity Enters area
My search fu is failing me. I'm trying to find the best way to trigger a function when one entity enters a space. Is the only way to do this through the on_tick event? I'm making a Railroad Tunnel mod, and I need to know when a train gets close to a tunnel. I would prefer not to have to implement my...
- Sat Jun 03, 2017 8:57 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Balancing output from 6 boxes (3 per lane)
- Replies: 4
- Views: 5592
Re: Balancing output from 6 boxes (3 per lane)
After an hour's worth of experimentation, I find no answer. Naturally, I come up with the solution mere seconds after posting. Blueprint string (using wooden boxes) in spoiler. In essence, put belts in front of each inserter, then join the 2 sets of 3 boxes together via splitters. Then join the last...
- Sat Jun 03, 2017 8:43 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Balancing output from 6 boxes (3 per lane)
- Replies: 4
- Views: 5592
Balancing output from 6 boxes (3 per lane)
I've been trying to figure out how to get the same output from all 6 boxes when placing onto a fully condensed blue belt using stack inserters. While it's not completely necessary, my current setup reduces my trian car unload time by 20-30% because the middle two boxes are not unloaded as fast. Has ...