[Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time

H4ckerxx44
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Re: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time

Post by H4ckerxx44 »

Rseding91 wrote: Tue Dec 03, 2024 5:08 pm You can simply have your friends kill all of the demolishers if it's that big of an issue for you. Or slow down the game speed to allow your computer to keep up.

The root issue is just that *they take a lot of CPU time* because they always exist once uncovered until killed. That was part of their design doc so I can't simply just make them not do that or it breaks how they were intended to work (slowly patrol their area until killed). Some people explored on Vulcanus and generated a lot more worms and so have a lot of them going at all times. That wasn't thought about in their design and that's the issue that needs to be re-thought about and handled - if it even can be.
Forgive me if that approach has already been thought about and deemend impossible:
Wouldn't deactivating the demolisher that do not touch claimed chunks work?

In reality you, as a played, only really car eabout the demolishers (and their territory) which directly "attach" to your claimed area, no reason to care about a demolisher which is "1 or more demolishers away" if you get what I mean.

That way, the amount of "active" demolisher would only be the amount of demolishers that would be relevant to you killing.

Without me knowing the codebase or underlying mechanics, I would try to implement that and see how it improves peoples performance, if need be make it a band-aid fix to have some time to properly fix it.

Also first time posting here, if I messed anything up, I am sorry!
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Re: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time

Post by nzer »

I feel like a relatively simple solve for this is that demolishers are only updated if there's a player-built structure in their territory or part of their territory has active radar coverage.
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Re: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time

Post by Sun Serega »

nzer wrote: Wed Dec 11, 2024 4:21 am only updated if
The only answer we got from the devs was that they did not want to change the behavior. I guess they are talking about how demolishers destroy rocks and cliffs when they pass by, but devs could at least disable particles without affecting that.

A really good solution would be to, for example, not compute demolishers all the time and instead find what should've been destroyed by now when the chunk is revealed. You don't need to trace out their path in chronological order, and a lot of precision can be sacrificed without changing the outcome (because of how slow they usually move).

But IMO, until such a complex solution is implemented, it's best to just do something dumb like pausing demolishers. The devs are the main people who care about such imperfections. Meanwhile, I bet most players would either not care at all or care way more about this lag than simulation authenticity.
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Re: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time

Post by nzer »

Sun Serega wrote: Wed Dec 11, 2024 8:58 am The only answer we got from the devs was that they did not want to change the behavior. I guess they are talking about how demolishers destroy rocks and cliffs when they pass by, but devs could at least disable particles without affecting that.
If there isn't radar coverage and there aren't any player-created structures in the territory there isn't any way for the player to know what the demolisher is doing, so for all intents and purposes it doesn't matter whether it's asleep or patrolling.

There's technically an impact in that patrolling demolishers will destroy cliffs and rocks along their route, as you point out, but I agree with you that this cannot possibly be of any real importance to players, and if we're going to talk about simulation integrity the current behavior is arguably already wrong. Demolishers don't come into existence when the player discovers them, in-universe they should be there patrolling before the player even touches down on the planet. So there should already be no destructibles on their patrol paths, because they'd have already destroyed them.
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Re: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time

Post by GregoriusT »

nzer wrote: Wed Dec 11, 2024 5:49 pm If there isn't radar coverage and there aren't any player-created structures in the territory there isn't any way for the player to know what the demolisher is doing, so for all intents and purposes it doesn't matter whether it's asleep or patrolling.
Note: Radars can have a LOT of range even without quality. Just spam enough of them.
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Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...
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Re: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time

Post by Rubicj »

GregoriusT wrote: Tue Dec 03, 2024 8:48 pm
2. You basically must have Debug Overlays on to detect the Demolishers in those non-radar-ed chunks (radar would generate even more), and attack them with Artillery to prevent more Chunks from being generated. Which if you only needed one shot to aggro them would be fine, but you need to focus on where the demolisher goes and shoot it more once it loses aggro again, otherwise it wont run into your Trap.
yeah, I realized this after I ran around with a railgun and killed a few dozen, the chunks revealed by searching for them make it worse and spawn more :(
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