Search found 171 matches

by varundevan
Sun Aug 09, 2020 2:40 pm
Forum: Gameplay Help
Topic: Entity tier list for UPS
Replies: 35
Views: 7466

Re: Entity tier list for UPS

I get about 42-45 fps on Ryzen 3700X with DDR-3200 memory. And out of power entities not sleeping I'm pretty sure of - it was discussed on forums few times. Thanks for confirmation, and 45 ups seems to be low for a 3700X processor.. i think, it must be because of cache latency that.. which i read a...
by varundevan
Sun Aug 09, 2020 10:07 am
Forum: Gameplay Help
Topic: ups optimization help
Replies: 0
Views: 699

ups optimization help

hello there, I have posted here my save file which is my latest game play, which has ups of about 35 in my system. i have a tilable design which i repeat again and again in my base, i am looking for help to optimize the design for better ups if interested please take a look and share your thoughts a...
by varundevan
Sun Aug 09, 2020 9:55 am
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 412
Views: 243982

Re: Performance optimization - post your saves

how is that you are getting 68 fps , what processor do you use ? edit : plz explain, how to do benchmark ? Search https://wiki.factorio.com/Command_line_parameters for benchmark options. Edit: Also see Bilka's comment about https://factoriobox.1au.us/ in https://forums.factorio.com/viewtopic.php?p=...
by varundevan
Sun Aug 09, 2020 2:46 am
Forum: Gameplay Help
Topic: Entity tier list for UPS
Replies: 35
Views: 7466

Re: Entity tier list for UPS

Ad. 1 You can enable/disable pump in same way as power switch. Disabled one won't transfer fluid. You can put pump on inputs of oil cracking and then use it in same way as power switch right now. you are right , i didn't think of it earlier, and i do not know that out of power entities are not slee...
by varundevan
Sun Aug 09, 2020 2:43 am
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 412
Views: 243982

Re: Performance optimization - post your saves

azesmbog wrote: ↑
Sat Aug 08, 2020 6:08 pm
varundevan wrote: ↑
Thu Aug 06, 2020 3:20 pm

could you take a look , and share your thoughts ..
4th_new4.jpg
Everything is relative. Everything.
Your base is not so hopeless yet, there is still room to grow :)
how is that you are getting 68 fps , what processor do you use ?
edit : plz explain, how to do benchmark ?
by varundevan
Sat Aug 08, 2020 4:08 pm
Forum: Gameplay Help
Topic: Entity tier list for UPS
Replies: 35
Views: 7466

Re: Entity tier list for UPS

Save game is pretty impressive :) I can see few things that might help (no guarantee tho): 1. You are using power switches to control oil processing - it might be tiny since there are not many of them but controlling pumps will be better. (If I recall correctly game doesn't like frequent power swit...
by varundevan
Sat Aug 08, 2020 6:55 am
Forum: Gameplay Help
Topic: Entity tier list for UPS
Replies: 35
Views: 7466

Re: Entity tier list for UPS

Thanks for the answer, is there a way to identify weather the ups has improved or not by when i reduce complexity of pipes , nuclear setup etc i have a tilable design which i repeat again and again in my base, when i improve the design for better UPS , i could not guess it is effective or not . the...
by varundevan
Sat Aug 08, 2020 6:01 am
Forum: Gameplay Help
Topic: Entity tier list for UPS
Replies: 35
Views: 7466

Re: Entity tier list for UPS

Hi, this might sound impractical or silly, Is there a list , that any one have come across , which has the list of entities in increasing order of compute power requirement. Thanks for your answers. Entity is not enough. Recipe matters too. Note that many entities are furnaces or assembler. So you ...
by varundevan
Sat Aug 08, 2020 4:27 am
Forum: Gameplay Help
Topic: Entity tier list for UPS
Replies: 35
Views: 7466

Entity tier list for UPS

Hi,

this might sound impractical or silly,
Is there a list , that any one have come across , which has the list of entities in increasing order of compute power requirement.

Thanks for your answers.
by varundevan
Sat Aug 08, 2020 4:14 am
Forum: Ideas and Suggestions
Topic: More visibility with Electric Miners
Replies: 25
Views: 5622

Re: More visibility with Electric Miners

5thHorseman wrote: ↑
Sat Aug 08, 2020 4:03 am
varundevan wrote: ↑
Sat Aug 08, 2020 3:56 am
my opinion is that it would be better if the new miner gave visual data similar to the old ones ..
What data? And which old ones? The old-old ones gave less data, and the new-old ones gave the same amount.
https://factorio.com/blog/post/fff-350
by varundevan
Sat Aug 08, 2020 3:56 am
Forum: Ideas and Suggestions
Topic: More visibility with Electric Miners
Replies: 25
Views: 5622

Re: More visibility with Electric Miners

Jap2.0 wrote: ↑
Sat Aug 08, 2020 3:35 am
varundevan wrote: ↑
Sat Aug 08, 2020 3:29 am
+1

please improve visibility in some way or the other
Did you read the end of the thread?
nope , just did , but my opinion is that it would be better if the new miner gave visual data similar to the old ones ..

the update from the old miners
https://factorio.com/blog/post/fff-350
by varundevan
Sat Aug 08, 2020 3:32 am
Forum: Ideas and Suggestions
Topic: Enter should always "OK"
Replies: 24
Views: 4832

Re: Enter should always "OK"

+1
by varundevan
Sat Aug 08, 2020 3:29 am
Forum: Ideas and Suggestions
Topic: More visibility with Electric Miners
Replies: 25
Views: 5622

Re: More visibility with Electric Miners

+1

please improve visibility in some way or the other
by varundevan
Sat Aug 08, 2020 3:24 am
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 412
Views: 243982

Re: Performance optimization - post your saves

I looked at your save and there's not much going on to optimize; you've just built a lot of everything and at some point it's too much to compute at 60 UPS. Thanks for talking a look ... i have seen some posts that says like, using undergrounds instead of belts, using beacons instead of more machin...
by varundevan
Thu Aug 06, 2020 3:20 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 412
Views: 243982

Re: Performance optimization - post your saves

I'm looking for save files where people are experiencing specific (or extreme) performance issues so I can work on optimizing them. i think my game needs some ups optimization, i am trying my ideas, but the no big impact on ups.. could you take a look , and share your thoughts .. save file in this ...
by varundevan
Sat Aug 01, 2020 10:58 am
Forum: Implemented in 2.0
Topic: Fix Landfill Blueprinting
Replies: 23
Views: 5873

Re: Blueprints with entities on top of landfill should not need to be placed more than once when building on water.

+1 i totally agree in recent versions (0.18.38) If Train can be placed over a rail (2 ghost entities one over other) at once through a blueprint, why anything over a land landfill cannot placed, why no ghosts over landfill ghosts. :evil: is there a mod that does this with landfill , please suggest
by varundevan
Sat Aug 01, 2020 10:46 am
Forum: Ideas and Suggestions
Topic: Blueprint Obstacles
Replies: 0
Views: 437

Blueprint Obstacles

when there an obstacle for placing a blueprint 1) Please , list all the obstacles at once (like trees, fast belt, electric pole in the way).. not like first belts and than trees and then belt and then somethings else... 2) i have bit bigger and complex print, when placing it , it says the rail signa...
by varundevan
Tue Jul 28, 2020 7:19 am
Forum: Ideas and Suggestions
Topic: Let the car and tank move like the player (omnidirectional wheels)
Replies: 54
Views: 13098

Re: Let the car and tank move like the player (omnidirectional wheels)

when base gets bigger , using the car and driving through the obstacles is more inconvenient that just running with more exos is justifiable. yet, it is impossible even for Captain America to run every where. either running or driving , getting to other end of the map is a hassle. i feel an improvem...
by varundevan
Sun Jul 26, 2020 2:29 pm
Forum: Technical Help
Topic: CPU bottleneck-# of cores or frequency
Replies: 8
Views: 2845

Re: CPU bottleneck-# of cores or frequency

As with virtually every game out there: newer manufacturing processes and higher clock speeds are what makes it run fastest. would you recommend a CPU (desktop), that would handle the game very well i9-10900K > i9-9900K > i7-10700K > i7-9700K > i5-10600K > i5-9600K (these are the recent ones, some ...
by varundevan
Sun Jul 26, 2020 2:26 pm
Forum: Technical Help
Topic: CPU bottleneck-# of cores or frequency
Replies: 8
Views: 2845

Re: CPU bottleneck-# of cores or frequency

Actually I went a little too fast. I should have written that what matters is memory bandwidth and latency for RAM (in that order). For CPU, single threaded speed, and cache performance matter. When I say cache performance, it's a mix of latency and size. high latency cache access (which is an inev...

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