[0.17.31] UPS drop in moded game

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TheSAguy
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[0.17.31] UPS drop in moded game

Post by TheSAguy »

I’ve also noticed FPS drop with 0.17.31, that I did not notice with 0.17.28.

I’ll post my logs and save tonight.

TheSAguy
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Re: [0.17] FPS drop

Post by TheSAguy »

Here are my files.

I have the big mods, Bob + Angels and Rampant and NE Enemies.

There is a lot going on right at this point in terms of attack. Probably have 20+ turrets firing at 50 or so enemies.
The enemies drops loot. The terrain changes. There is fire...

I'll be the first to say it's probably my NE Enemies mod that cause some of the slowdown, but as I said above, this severe slowdown did not happen prior to 0.17.31.

Now with each attack, the game comes to a crawl...

Hope this can be fixed.
Let me know if it's my mod that's messing things up and I'll fix.

Save did not want to upload, saved on DropBox: https://www.dropbox.com/s/nkd5po8y1llajvx/Slow.zip?dl=0
THANKS GUYS!! You're amazing!!
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mod-settings.zip
Mod Settings Zipped
(4.97 KiB) Downloaded 26 times
factorio-current.log
(146.46 KiB) Downloaded 27 times

posila
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Re: [0.17.31] FPS drop (GTX 1080, 4K)

Post by posila »

Can you post also screenshots with debug info enabled, please? 68653

TheSAguy
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Re: [0.17.31] FPS drop (GTX 1080, 4K)

Post by TheSAguy »

Here you go:

4 FPS:
Image

13 FPS:
Image

25 FPS:
Image

60 FPS:
Image

Save at 13 FPS: https://www.dropbox.com/s/blr2o31j9b3li ... 2.zip?dl=0
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factorio-previous.log
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posila
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Re: [0.17.31] FPS drop (GTX 1080, 4K)

Post by posila »

Hello, FPS drops because UPS drops, and UPS drop is main problem in your case.

I don't want to spend much time diagnosing performance of modded saves, but wuick peak in profiler shows lot of time is being spent in FireFlame entity iterating entities in its area-of-effect radius to deal damage to them but much less time actually dealing the damage. FireFlame is used for fires (obviously), and spitter/worm acid splashes in vanilla. I don't know if any of your mods uses it for anything else.

The flamethrowers create many fires, instead of accumulating fuel into small number of fire entities. So small area of approximatelly 32x16 tiles contains ~5000 items and ~10000 fires, and that's why it is so slow. It would be slow even if there were no items, as fires would need to check many other fires that share the same area. I'll check if fire logic is broken in vanilla and if not I'll assume a mod is doing it intentionally, but it is really bad for performance. I am going back to rendering issues, now :)

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