Rails and lategame performance problems

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-Holo-
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Rails and lategame performance problems

Post by -Holo- »

I hit a wall yesterday it seems, always been able to play and add/remove rails/roundabouts, but suddenly the game absolutely destroys its performance when manipulating rails.
Playing on local dedicated Server
Host - Ryzen 5600G, 64Gb Ram, using a Kingston NVME drive as storage for world, MS Server 2019.
Client - Ryzen 5600X, 32Gb Ram, using Samsung NVME drives for Windows 10
Normally running fine at 60/60 FPS/UPS
Using FactorioHD mods for crisper graphics and Configurable underground belts to reduce pipe/belt amounts.

It's by far endgame but I enjoy building and tinkering with it, it's by no means any of the insane megabases I've seen.

FPS takes a larger hit then UPS and dips down to single digits for 5-10 seconds when building/removing intersections (8-10 signals)
Removing an roundabout causes the client to loose contact with server and forcing a reconnect to continue. (About 50 signals)
Even building/removing rails/signals not connected to the main railnetwork causes the same problems with just rails affecting verly slightly.
Sending out construction robots to remove a signal freezes up the client for about 1-2 seconds when the robots come into range, not when setting the deconstuction target. Removing by hand causes almost no noticeable freeze, Using stationary roboports also causes same freeze/lag.
I've just spent the evening removing about 1500 signals from the rails but there is no change so it kinda feels there is something else running amok.

At the moment I'm not researching anything so most if not all trains are also idle in their unload stations.

Any suggestions on how to fix this problem? I absolutely don't want to start over, and it's getting tiresome with all the small freezes/lagging.

Loewchen
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Re: Rails and lategame performance problems

Post by Loewchen »

Post log, save and the screenshots as requested here 68653.

robot256
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Re: Rails and lategame performance problems

Post by robot256 »

Will need to see your save file to say, but there are plenty of reasons that could explain this. Modifying a large, active rail network will generally cause a lot of processing to happen after every individual chance.

It's either (a) too many chain signals having to update in recursive loops, (b) too many trains having to repath every time you change the rail network, and/or (c) too many roundabouts and city blocks in the network, creating millions of (useless) alternate routes to consider during every repath.

Rseding91
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Re: Rails and lategame performance problems

Post by Rseding91 »

It would be nice to have the save. I was recently looking at trying to improve performance around this exact thing.
If you want to get ahold of me I'm almost always on Discord.

-Holo-
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Re: Rails and lategame performance problems

Post by -Holo- »

It's gone.
After two days of constant issue when I logged in today to get a fresh couple of logs, everything worked again for no reason (just like it started)
Very happy it works again, but it rubs my troubleshooting mind the wrong way :/
Want me to share the savefile regardless?

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