Building a megabase, the UPS was stable for the most part of the gameplay (~200h) rarely going below 45 then it started dropping and over the course of a few hours, it got divided by two (now it caps at ~20).
I highly suspect bitters (and their pathfinding) to be the cause of the problem so i tried game.forces.enemy.kill_all_units() and woah, the UPS was back at a decent level (~45).
As I want to keep achivements unlocked, i didn't played after killing the bitters to see how long the ups stays ok (So the save is basically free of any commands).
Anyway, i'll post the save if you're interested in profiling and optimising stuff and because there might be something wrong going on as I once experienced : viewtopic.php?f=11&t=15238
Normal gameplay
factorio normal.jpg (934.35 KiB) Viewed 1680 times
after kill_all_units + 10s
factorio killed bitters.jpg (748.21 KiB) Viewed 1680 times
factorio-current
0.006 2017-10-05 15:29:12; Factorio 0.15.35 (build 30897, win64, steam)
0.006 Operating system: Windows 10 (version 1703)
0.006 Program arguments: "C:\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe"
0.006 Read data path: C:/Steam/steamapps/common/Factorio/data
0.006 Write data path: C:/Users/LotA/AppData/Roaming/Factorio
0.006 Binaries path: C:/Steam/steamapps/common/Factorio/bin
0.032 System info: [CPU: Intel(R) Core(TM) i7-4700HQ CPU @ 2.40GHz, 8 cores, RAM: 16333MB]
0.033 Display options: [FullScreen: 1] [VSync: 1] [UIScale: 100%] [MultiSampling: OFF] [Screen: 255] [Lang: en]
0.035 Available display adapters: 1
0.035 [0]: \\.\DISPLAY1 - NVIDIA GeForce GTX 765M {0x8000005, [0,0], 1920x1200, 32bit, 59Hz}
0.035 Create display on adapter 0. Size 1280x720 at position [310, 222].
0.147 Initialised Direct3D:[0] NVIDIA GeForce GTX 765M; driver: nvd3dumx.dll 21.21.13.6909
0.150 Video memory size (dedicated video/dedicated system/shared system/available): 2017/0/8166/4087 MB
0.175 DSound: Starting _dsound_update thread
0.175 DSound: Enter _dsound_update; tid=7276
0.176 Device reset internal.
0.178 Desktop composition is active.
0.178 WARNING: You have vsync and desktop composition enabled on Direct3D. Consider disabling vsync to increase performance on some configurations.
0.178 Graphics settings preset: high
0.179 Graphics options: [Graphics quality: normal] [Video memory usage: all] [Light scale: 25%] [DXT: false] [Shader: 1]
0.383 Loading mod core 0.0.0 (data.lua)
0.416 Loading mod base 0.15.35 (data.lua)
0.820 Loading mod base 0.15.35 (data-updates.lua)
0.889 Checksum for core: 1600074556
0.889 Checksum of base: 1503927233
1.203 Info PlayerData.cpp:58: Local player-data.json available, timestamp 1507210146
1.203 Info PlayerData.cpp:65: Cloud player-data.json unavailable
1.397 Loaded shader file C:/Steam/steamapps/common/Factorio/data/core/graphics/shaders/game.cso
1.400 Loaded shader file C:/Steam/steamapps/common/Factorio/data/core/graphics/shaders/zoom-to-world.cso
1.414 Initial atlas bitmap size is 16384
1.418 Created atlas bitmap 16384x8125
1.750 Created atlas bitmap 8192x2034
1.773 Created atlas bitmap 8192x3317
1.811 Created atlas bitmap 4096x3648
1.828 Created atlas bitmap 4096x1568
1.841 Created atlas bitmap 4096x1868
10.376 Sprites loaded
10.376 Convert atlas 4096x3648 to: mipmap
10.433 Convert atlas 4096x1568 to: mipmap
10.468 Convert atlas 4096x1868 to: trilinear-filtering
10.808 Loading sounds...
15.282 Custom inputs active: 0
15.328 Factorio initialised
633.348 Loading map C:\Users\LotA\AppData\Roaming\Factorio\saves\bench.zip: 45209380 bytes.
633.447 Loading Level.dat: 126941342 bytes.
633.452 Info Scenario.cpp:135: Map version 0.15.35-2
636.638 Info BlueprintLibrary.cpp:226: Loaded library shelves: < Very long list >
12282.996 Loading script.dat: 190 bytes.
12282.998 Checksum for script C:/Users/LotA/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 282129324
Re: [0.15.35] Performances issues : too many bitters?
Posted: Thu Oct 05, 2017 6:40 pm
by Rseding91
Thanks for the report. Biter path finding takes almost no time to calculate - all of the time related to biters is just them walking around.
That being said: I looked at your save and I'm not seeing anything broken - simply you have so many biters activated by pollution that they take up a large amount of tick time.
Re: [0.15.35] Performances issues : too many bitters?
Posted: Fri Oct 06, 2017 12:14 am
by LotA
Is there anything I can do about it (apart from cleaning all bitters as far as pollution goes, which could be very very far away) ?
Are there any plans to improve bitters performances?
On one hand you can run a giant-ass factory smoothly, on the other hand packs of bitters that, at this point in the game, you don't even see or care about kill your cpu... something feels wrong about that
Re: [0.15.35] Performances issues : too many bitters?
Posted: Fri Oct 06, 2017 1:03 am
by Rseding91
LotA wrote:Is there anything I can do about it (apart from cleaning all bitters as far as pollution goes, which could be very very far away) ?
Are there any plans to improve bitters performances?
No, that's simply the cost that biters have to exist and do the logic they do to be biters. At the scale you've built and the amount of pollution that's the cost. You can disable them by just deleting them and all of the bases if you wanted.