[16.15] Arty turrets seem to cause huge performance hit.

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ejg
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[16.15] Arty turrets seem to cause huge performance hit.

Post by ejg »

Building more artillery seems to decrease the UPS drastically (range research level 4). None of the turrets were firing automatically.

Attached please find two saves, 1 with arty bases, 1 without. The entity update time goes down from ~20 ms to about ~7 ms when arty turrets are removed. Meaning the difference between ~40 fps and ~60 fps.

Also note the difference in file size of the saves while the only difference is the absence of artillery?

Kind regards
Attachments
lowUPSarty_noarty.zip
(55.48 MiB) Downloaded 136 times
lowUPSarty.zip
(73.3 MiB) Downloaded 143 times

Rseding91
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Re: [16.15] Arty turrets seem to cause huge performance hit.

Post by Rseding91 »

Thanks for the report. Virtually all of the time is spent in biters running to attack the artillery. When you remove the artillery they no longer want to attack it (because it doesn't exist) and so they go back to their business.
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ejg
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Re: [16.15] Arty turrets seem to cause huge performance hit.

Post by ejg »

I don't think this is correct behaviour. The artillery was no longer auto firing and waiting some longer should stop the attacks at some point (since only hitting a base triggers the biters to attack?). I did not experience a recovery of the UPS while there were no more attacks on the artillery.

It appears that the biters do not go back to their business, nor attack the artillery.

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Re: [16.15] Arty turrets seem to cause huge performance hit.

Post by Wackerstamfer »

But this is also true when the whole area is cleared of biter nest, and biters are not attacking the idle arty anymore.

Are you saying that the idle biters in the area still take up all fps/ups in their desire to attack?

did you look at the save game?

Rseding91
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Re: [16.15] Arty turrets seem to cause huge performance hit.

Post by Rseding91 »

Yes I looked at the save. I ran it through the profiler and > 45% of the time spent each tick was on biters running.

You can enable the show-active-chunks view in the map to see which areas the biters are running in.
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Re: [16.15] Arty turrets seem to cause huge performance hit.

Post by Wackerstamfer »

I'll take a look at the chuncks later, biters seem quite idle to me.

So does the atry trigger agro just by being present? or is it still from shooting nests way back and biters can't find a way to get to it.

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Re: [16.15] Arty turrets seem to cause huge performance hit.

Post by Wackerstamfer »

So you are right, active chuncks is due to biters.

If you remove the arty, the chuncks get inactive.

The strange part is, why those chuncks are active, you say its because of biters running. But they are not, they are standing still. If you load the save and go to the most upper left arty outpost. Some biters are within radar range close to the arty. They do not move at all, same for the rest of them. If you shoot an arty shell to the edge of the map. all biters that get discovered are just sitting there.

I wonder why those "inactive" biters are eating up the fps/ups.

maybe the bug is not in the arty, but in the biters.

Please let me know your thoughts or should I make a new bug report:
[0.16.15] Biters attack CPU instead of arty :lol:

Wackerstamfer
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Re: [16.15] Arty turrets seem to cause huge performance hit.

Post by Wackerstamfer »

I guess this is the related bug report: viewtopic.php?f=30&t=55370

Fixed for next release, lets see :D

x123
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Re: [16.15] Arty turrets seem to cause huge performance hit.

Post by x123 »

I am seeing this is 17.41. Slowdown is more dramatic than I remember from 16.X.
Got the standing still biters too. They take a while to react even if I walk up to them (assume it is just stuck in the slow queue of things to do).

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Re: [16.15] Arty turrets seem to cause huge performance hit.

Post by MakeItGraphic »

x123 wrote:
Wed May 22, 2019 4:27 am
I am seeing this is 17.41. Slowdown is more dramatic than I remember from 16.X.
Got the standing still biters too. They take a while to react even if I walk up to them (assume it is just stuck in the slow queue of things to do).
Create a seperate bug report instead of necroing. You can reference this report in your post as well.

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Re: [16.15] Arty turrets seem to cause huge performance hit.

Post by hobbitmax999 »

Wackerstamfer wrote:
Mon Jan 08, 2018 7:58 am
I'll take a look at the chuncks later, biters seem quite idle to me.

So does the atry trigger agro just by being present? or is it still from shooting nests way back and biters can't find a way to get to it.
someone may have already said this but no only attacking biters with arty will make them attack

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Re: [16.15] Arty turrets seem to cause huge performance hit.

Post by Wackerstamfer »

hobbitmax999 wrote:
Wed May 22, 2019 1:03 pm
Wackerstamfer wrote:
Mon Jan 08, 2018 7:58 am
I'll take a look at the chuncks later, biters seem quite idle to me.

So does the atry trigger agro just by being present? or is it still from shooting nests way back and biters can't find a way to get to it.
someone may have already said this but no only attacking biters with arty will make them attack
  • Look at the date : Mon Jan 08, 2018
  • uhm.. what are you trying to say? :) "not only attacking biters with arty will make them attack"

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Re: [16.15] Arty turrets seem to cause huge performance hit.

Post by hobbitmax999 »

Wackerstamfer wrote:
Thu May 23, 2019 7:30 pm
hobbitmax999 wrote:
Wed May 22, 2019 1:03 pm
Wackerstamfer wrote:
Mon Jan 08, 2018 7:58 am
I'll take a look at the chuncks later, biters seem quite idle to me.

So does the atry trigger agro just by being present? or is it still from shooting nests way back and biters can't find a way to get to it.
someone may have already said this but no only attacking biters with arty will make them attack
  • Look at the date : Mon Jan 08, 2018
  • uhm.. what are you trying to say? :) "not only attacking biters with arty will make them attack"
by attacking biters/bases/worms it will provoke them
like if you shot them in peacefull mode only biters don't care about range for arty turrets

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