I am experiencing FPS/UPS issues when placing a belt connected to the circuit network with the condition Hold(all Belts) true. The whole belt is ca. 5k tiles long. And i experienced having that issue after around 4k belts placed.
I am running a 7800x3d CPU and a 7800xt GPU + 6000hz 32gb ddr5 ram, so hardware shouldnt be the issue.
Im am currently only on blue science with 60spm
[2.0.13] Performance drops when placing belts to long belt reader (drop/UPS/FPS/bad)
[2.0.13] Performance drops when placing belts to long belt reader (drop/UPS/FPS/bad)
- Attachments
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- SPACE_AGE - Kopie.zip
- game file
- (12.36 MiB) Downloaded 11 times
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- factorio-current.log
- log-file
- (8.18 KiB) Downloaded 9 times
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- time usage display, after placing belts
- 20241101104102_1.jpg (984.19 KiB) Viewed 528 times
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- whole base
- 20241101104656_1.jpg (487.75 KiB) Viewed 528 times
Re: [2.0.13] FPS/UPS drops when placing belts
It also happens when rotating a connected belt a lot. Tried placing belts while disabling the read items circuit condition, zero lag is caused.
So the condition to read what items are on the belt is causing this.
So the condition to read what items are on the belt is causing this.
- BlueTemplar
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Re: [2.0.13] FPS/UPS drops when placing belts
Welcome to the megabase stage of the game : you cannot ignore UPS limits any more.And i experienced having that issue after around 4k belts placed.
BobDiggity (mod-scenario-pack)
- BlueTemplar
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Re: [2.0.13] FPS/UPS drops when placing belts
BTW, this feature got optimized... but I guess not in the case of a single loooongbelt ?
BobDiggity (mod-scenario-pack)
Re: [2.0.13] FPS/UPS drops when placing belts
It could be, but it wonders me that nobody else has run into this issue, I culdnt find a single bug-report about it.
BlueTemplar wrote: ↑Fri Nov 01, 2024 1:26 pmYeah I think I schould scale down to like 1 spmWelcome to the megabase stage of the game : you cannot ignore UPS limits any more.
Re: [2.0.13] FPS/UPS drops when placing belts
I also had this issue when I was using a few thousand long belt with read belt contents - hold (all), plus it caused the game to stutter every several seconds. Though I assumed it's not a bug per se, but an issue of scale. If it could be optimised to work with long belts I'd be happy, but I'm not gonna hold my breath for it.
Re: [2.0.13] FPS/UPS drops when placing belts
Thanks for the report. This is not a bug but a simple limitation of the feature. It's cost is O(N) on the number of belts and as you keep adding/changing/removing them from the large belt you get to experience it over and over again.
If you want to get ahold of me I'm almost always on Discord.
Re: [2.0.13] FPS/UPS drops when placing belts
I am curious, for those that do this - what is the actual value of having a reader on such a long belt?
Re: [2.0.13] FPS/UPS drops when placing belts
I've tried using it with an automatic defence wall around my entire base. It read if the belt had enough ammo altogether, so it could put more ammo on the belt if needed without filling the entire belt lane. There's a ton of better designs and different solutions for this, but it was a fun one to try out.