[1.0.0] low FPS after extended afk

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supremecool
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[1.0.0] low FPS after extended afk

Post by supremecool »

i had accidentally left the game running when i went to sleep last night. when i got back onto the game and saw it i immediately noticed that the game was running poorly because of how slow i moved. i figured leaving the game on overnight wouldnt be good for performance anyways so i restarted my computer, only to find that it was still running just as bad afterward.

everything that (i think) happened while i was afk:
automated rocket launches, endless research, many buildings requesting speed modules that had not yet been crafted had all of them crafted and delivered, a nuclear reactor i had just set up began running at some point because i had the fuel rods only being crafted once all my kovarex enrichment centers were self-sustainable.

things i tested already:
i made a new save and it ran fine, i created copies of my broken save they all ran as bad, i canceled my research and turned off the nuclear reactor to no effect, i set all the graphics settings to their minimums to no effect.

debug screenshot:
Image

log file:
factorio-current.log
(5.72 KiB) Downloaded 53 times
save:
oh no.zip
(21.55 MiB) Downloaded 56 times

orzelek
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Re: [1.0.0] low FPS after extended afk

Post by orzelek »

Entity update takes a lot of time.
Two possibilities I see:
1. You build a lot of things and they finished so they are working now and that takes more time.
2. You were aggroing lots and lots of biters that can't path to your base and they are attacking you by CPU overload. There should be a pathfinder statistics option in debug menu to see more info on this.

supremecool
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Re: [1.0.0] low FPS after extended afk

Post by supremecool »

sorry i forgot to mention that my world is in peaceful mode because i didnt think that would be relevant.
when looking at task manager it only shows that the game is using about 20% of my CPU (about same as when the game is working properly) so im hesitant to assume its a hardware problem

orzelek
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Re: [1.0.0] low FPS after extended afk

Post by orzelek »

I looked at the save and it's the point number 1.
You've built so much that it struggles to handle all of the entities in game in time required to maintain decent fps.

You don't seem to be using beacons so there is a potential to reduce amount of machines by a lot using beaconed setups if you want to regain some of this fps.

As for 20% CPU usage - main simulation loop is single threaded and thats the main performance limit. It seems you reached it. Save runs at around 27 fps on my PC, could get a bit more with high end Intel CPU (I have Ryzen 3700X).

supremecool
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Re: [1.0.0] low FPS after extended afk

Post by supremecool »

looks like youre right, i ran around deconstructing some more outdated sections of my factory and it quickly went up to 60 fps
im still a bit confused because i only had to remove 50 or so assemblers and drills before it started working which is way less than i thought it would be, but at least my game is working now!

supremecool
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Re: [1.0.0] low FPS after extended afk

Post by supremecool »

ok so this just got weird, after i had marked all those machines for deconstruction and my fps recovered i had thought it was fixed, but once the bots were done deconstructing everything my fps dropped right back down to 20. i replicated this a few times, my fps goes up to 60 while things are being deconstructed and then goes back down when its done. do i just need to find more stuff to remove or is this abnormal?

Rseding91
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Re: [1.0.0] low FPS after extended afk

Post by Rseding91 »

You ran out of roboports: all of the construction robots are looking to go back into roboports but they're all full.
If you want to get ahold of me I'm almost always on Discord.

supremecool
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Re: [1.0.0] low FPS after extended afk

Post by supremecool »

ahhhh yeah that seems to be it, i didnt know that could happen so i had built a loop of logistics chests that constantly make the roboport i put my newly assembled robots into deploy them so when the game was left on that system must have filled up every roboport in my game.

ive gotten rid of that and built a big line of roboports and everything seems to be good now

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