Performance optimization - post your saves

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Aoz
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Re: Performance optimization - post your saves

Post by Aoz »

I thought I would post this save that is bringing a 2cpu 2.6GHz Sandy Bridge Google Cloud instance to it's knees. I have a feeling it's just too many belts + entities, but since it's basically no longer playable I figure this is the best thing to do with it:

https://storage.googleapis.com/aarondl-factorio/MP.zip

We opened up the debug menu and saw that a lot of time is being used for Game Entities, but I have a feeling that I can't see how much time is actually being used on the server. Thanks for taking a look if you do.
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Re: Performance optimization - post your saves

Post by kyranzor »

Rseding91 wrote:
Boogieman14 wrote:This save has a very noticable hickup every 1 or 2 seconds. It's very likely completely related to Robot Army, but perhaps it'll show an optimization chance in the mod api :)

save: https://www.dropbox.com/s/e17ev1ijvnt67 ... y.zip?dl=0
mods: https://www.dropbox.com/s/vwkfa4876a73q5x/mods.zip?dl=0
Yeah it's robot army. I don't know how the mod author managed it considering you *don't have a single unit built* that it takes 5 MS/tick idle. I recommend just not using that mod.
There is something strange about that Rseding91, my mod uses 0.035ms with no units, did you ever work out what was going wrong in that perrson's save?
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Re: Performance optimization - post your saves

Post by Batou »

Found this thread while reading FFF comments, and i thought i should contribute.

I have been discussing this in another thread.

viewtopic.php?f=5&t=51239

Here is my save with mods.

https://drive.google.com/open?id=0Bwcy7 ... HBlM1AzVEE
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mward
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Re: Performance optimization - post your saves

Post by mward »

Just a small factory ... around 1.2 kspm (kilo science per minute, so over one rocket per minute plus all the other science)

I decided to switch to bots for almost everything, including unloading trains, and ended up with around 60,000 bots. The sky over the railyard and smelting area gets a bit crowded. Here is the save:

https://www.dropbox.com/s/sube3jyfynu3buy/S01.zip?dl=0

When the factory is running I get around 20 ups on my PC, which was a beast four years ago (i7 4770K 3.5 GHz CPU, 32GB 1600MHz CL9 DDR3 Memory, NVIDIA GTX770 OC 2GB). I suspect that the bots are the problem.

I think for my next factory I will smelt iron and copper, and make electronic circuits at the outposts.
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Re: Performance optimization - post your saves

Post by Ringkeeper »

i got suggested to post my save here, even its not really big but it takes the client (i host , my wife connects) to 5 FPS

Both PC have same specs: AMD Ryzen 7 1700X 3,4GHz , Geforce GTX 1070, 32 GB RAM, Game on SSD , played via LAN.

Thread: viewtopic.php?f=49&t=52015&p=304800#p304800 has logs, but dont show much

Save with mods: https://drive.google.com/open?id=0B3lWq ... Xg3TXY2VU0
gregor
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Re: Performance optimization - post your saves

Post by gregor »

Hey. Saw you tested loadingtimes for big saves. Figured I could help with a bigger one. Mine is close to 100MB. I figure its the 1M+ cementplates that makes it big? Maybe something that can be optimized.

Also has caround 11k Beacons, one single robotnetwork spanning the entire map with around 10-15k roboports and 50k robots.

I get around 10UPS on this map. Would guess the biggest things that slow down are the belts bur also just the number of things in motion :)

https://drive.google.com/file/d/0B2mZJW ... hod0E/view

edit: Forgot to make link public but should work for you now. Would be interesting to see what kind of UPS you can get with new patch :) (We are really looking forward to it)
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Re: Performance optimization - post your saves

Post by JD-Plays »

More train lag?

Save file with mod list and also a save without mods is here 2

https://youtu.be/xmVzCfWSV7M

Video showing 'train lag' when signalling is here
https://youtu.be/dAKzJAkTuhQ?t=6m57s

400 Active trains on the network running on 350+K rail segments

I hope this helps, i have also noticed that the Trains are using a lot more 'ticks' then i would expect I know i have a lot of trains, but I would expect the path finding to be higher and the 'trains' to be lower
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Re: Performance optimization - post your saves

Post by Rseding91 »

JD-Plays wrote:More train lag?

Save file with mod list and also a save without mods is here 2

https://youtu.be/xmVzCfWSV7M

Video showing 'train lag' when signalling is here
https://youtu.be/dAKzJAkTuhQ?t=6m57s

400 Active trains on the network running on 350+K rail segments

I hope this helps, i have also noticed that the Trains are using a lot more 'ticks' then i would expect I know i have a lot of trains, but I would expect the path finding to be higher and the 'trains' to be lower
The answer to your video title is yes: don't build signals like that or you get what you're getting :P

Train path finding was optimized quite a lot but what you're doing is un-natrual and never something you'd actually want to do as it murders performance for very little gains.
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Re: Performance optimization - post your saves

Post by DainPiediferro »

https://www.dropbox.com/s/mip95on2me8ce ... o.zip?dl=0

8.3GW for this production. increasing FPS changing setup of the factory
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gregor
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Re: Performance optimization - post your saves

Post by gregor »

gregor wrote:Hey. Saw you tested loadingtimes for big saves. Figured I could help with a bigger one. Mine is close to 100MB. I figure its the 1M+ cementplates that makes it big? Maybe something that can be optimized.

Also has caround 11k Beacons, one single robotnetwork spanning the entire map with around 10-15k roboports and 50k robots.

I get around 10UPS on this map. Would guess the biggest things that slow down are the belts bur also just the number of things in motion :)

https://drive.google.com/file/d/0B2mZJW ... hod0E/view

edit: Forgot to make link public but should work for you now. Would be interesting to see what kind of UPS you can get with new patch :) (We are really looking forward to it)
Have kept playing some more on same map. Now getting closer to 8-9UPS. will not give up until I find the killscreen!
However, have done some test to see what it would take to get 60UPS. How much of the base that has to be removed. 3 diffrent saves of same map.

Googlemaps preview: https://factorio.twilightguild.se/

First original save. 8-9UPS. (Also locked by gamespeed so change that if you can get more.)
https://drive.google.com/file/d/0B2mZJW ... sp=sharing


Second one. Same map with pretty much all factories, oilproduction, beacons, smelters removed. So basically everything but trains are standing still. Almost no movement on belt or inserters.
What I found interesting is that UPS only went up to 28-29. Would have thought it would be more since everything is idle.
https://drive.google.com/file/d/0B2mZJW ... sp=sharing


Next I removed most inserters. Removed like 40k or something. Most just idle. Upped the UPS to 45-50. A little supriced idle inserters slowed down that much. What is left on map is idle belts, trains and 15k roboports.
https://drive.google.com/file/d/0B2mZJW ... sp=sharing

Maybe that is something that can be improved upon ?




I got an i7-3770K btw
Jap2.0
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Re: Performance optimization - post your saves

Post by Jap2.0 »

Yeah idk how much space concrete takes up, but in theory it should be pretty easy to put something in the save saying area from (X1, Y1) to (X2, Y2) is filled with concrete. They could be doing this already, but if they are saving it as individual entities this should at least help with saving and loading.
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Re: Performance optimization - post your saves

Post by Rseding91 »

Jap2.0 wrote:Yeah idk how much space concrete takes up, but in theory it should be pretty easy to put something in the save saying area from (X1, Y1) to (X2, Y2) is filled with concrete. They could be doing this already, but if they are saving it as individual entities this should at least help with saving and loading.
No more than anything else. Concrete replaces what ever you build it over in the chunk so if you build it over grass it replaces the grass.
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Re: Performance optimization - post your saves

Post by Jap2.0 »

Rseding91 wrote:
Jap2.0 wrote:Yeah idk how much space concrete takes up, but in theory it should be pretty easy to put something in the save saying area from (X1, Y1) to (X2, Y2) is filled with concrete. They could be doing this already, but if they are saving it as individual entities this should at least help with saving and loading.
No more than anything else. Concrete replaces what ever you build it over in the chunk so if you build it over grass it replaces the grass.
How is grass saved? Does a chunk of entirely grass (ignoring decoratives) use the same amount of space in the save as a chunk containing the border between a desert, grass area, and ocean? If so, then I think that there should be a more efficient way. I could be wrong, though.
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Re: Performance optimization - post your saves

Post by Rseding91 »

Jap2.0 wrote:
Rseding91 wrote:
Jap2.0 wrote:Yeah idk how much space concrete takes up, but in theory it should be pretty easy to put something in the save saying area from (X1, Y1) to (X2, Y2) is filled with concrete. They could be doing this already, but if they are saving it as individual entities this should at least help with saving and loading.
No more than anything else. Concrete replaces what ever you build it over in the chunk so if you build it over grass it replaces the grass.
How is grass saved? Does a chunk of entirely grass (ignoring decoratives) use the same amount of space in the save as a chunk containing the border between a desert, grass area, and ocean? If so, then I think that there should be a more efficient way. I could be wrong, though.
Chunk tiles are saved per setup tile in the chunk. You can turn on the show-tile-variations debug option to see the different tiles in a given chunk. Each one will write out a few bytes detailing what it is.
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Jap2.0
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Re: Performance optimization - post your saves

Post by Jap2.0 »

Oh, forgot about tile variations. Nevermind then :).
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Re: Performance optimization - post your saves

Post by Koub »

[Koub] Stickied the topic because it always gets buried :)
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Re: Performance optimization - post your saves

Post by totallymeyou »

You should enjoy this savegame. It is built for 5k science packs per min of all 0.15 types, relying completely on trains and bots to produce that. Note that the logistic networks are all (but the mining outposts) optimised to be as small and as bot-travel efficient as possible. Add to that completely separated train networks for the different raw resources and for exporting the science packs or rocket parts.

I'm guessing there's around 60k active logistic chests, 21k beacons and more than 50k inserters. Not to mention the around 800 3-10-3 trains which are highly active.

If you're wondering about the amount of time spent in the playthrough, I have rebuilt the complete base about 4x and also spending some time afk-ing, which puts me at around 250 hours...

On my specs (i5 4590, GTX 760, 16GB Ram) at full blast it runs at around 23 FPS / UPS.

Looking forward to finding out if this can help you in optimising this glorious game a little more :D


Save file: https://www.dropbox.com/sh/zioj8rbo4a1l ... i4ZWa?dl=0

Mods used: https://www.dropbox.com/sh/4ql2qkrsisz7 ... G_Y6a?dl=0
Rseding91
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Re: Performance optimization - post your saves

Post by Rseding91 »

totallymeyou wrote:You should enjoy this savegame. It is built for 5k science packs per min of all 0.15 types, relying completely on trains and bots to produce that. Note that the logistic networks are all (but the mining outposts) optimised to be as small and as bot-travel efficient as possible. Add to that completely separated train networks for the different raw resources and for exporting the science packs or rocket parts.

I'm guessing there's around 60k active logistic chests, 21k beacons and more than 50k inserters. Not to mention the around 800 3-10-3 trains which are highly active.

If you're wondering about the amount of time spent in the playthrough, I have rebuilt the complete base about 4x and also spending some time afk-ing, which puts me at around 250 hours...

On my specs (i5 4590, GTX 760, 16GB Ram) at full blast it runs at around 23 FPS / UPS.

Looking forward to finding out if this can help you in optimising this glorious game a little more :D


Save file: https://www.dropbox.com/sh/zioj8rbo4a1l ... i4ZWa?dl=0

Mods used: https://www.dropbox.com/sh/4ql2qkrsisz7 ... G_Y6a?dl=0
Can your save run without the mods? They make it difficult to look at performance with the API changes between 0.15 and 0.16.
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Re: Performance optimization - post your saves

Post by totallymeyou »

Rseding91 wrote:
Can your save run without the mods? They make it difficult to look at performance with the API changes between 0.15 and 0.16.
Yes as the mods are nearly all just quality of life mods, BUT you have to keep Advanced Solar active, otherwise the saves power supply will be wrecked. So unless you use an infinite power command, the base won't run, obviously.

I had the power supply run on vanilla solar before, but hoped to gain fps by using a mod to concentrate the power in a much smaller area.
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Re: Performance optimization - post your saves

Post by Rseding91 »

totallymeyou wrote:
Rseding91 wrote:
Can your save run without the mods? They make it difficult to look at performance with the API changes between 0.15 and 0.16.
Yes as the mods are nearly all just quality of life mods, BUT you have to keep Advanced Solar active, otherwise the saves power supply will be wrecked. So unless you use an infinite power command, the base won't run, obviously.

I had the power supply run on vanilla solar before, but hoped to gain fps by using a mod to concentrate the power in a much smaller area.
Ah, yeah solar panels are O(1) cost so the count has no impact on game performance :)

I did find one small thing so far with requester chests to improve performance. I'm looking at other things still.
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