Performance optimization - post your saves

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Re: Performance optimization - post your saves

Postby mathturtle » Sat May 12, 2018 12:36 pm

@Rseding91 Here is a save that exhibits the behavior mentioned in the comments of the FFF. I load it and it sits for 6-8 seconds with a full progress bar before actually loading the game. (I have a 7700k with DDR4, so I don't think it is my pc being slow). I think it may have something to do with items on belts, it seems to have gotten worse since I started feeding the belt megabase.

Please excuse the spaghetti :)
Attachments
16megabase.zip
save that when loaded sits for 6+ seconds with a full "loading save" progress bar
(66.23 MiB) Downloaded 31 times
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Re: Performance optimization - post your saves

Postby Blacky007 » Wed May 16, 2018 5:02 pm

I have a Map with 3 giant 32 to 48-Lane bluebelt smelter I'am running at 20-25 UPS
if one or two of theem get of with no more ore the UPS goes extremly up.
https://www.dropbox.com/s/of7rab81hs58u ... 6.zip?dl=0

my System is a I7-990X @6x3,7Ghz with 24GB Ram and a 980TI-6GB VRAM
I hope you can optimize the belts mutch more to make it better playable.
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Re: Performance optimization - post your saves

Postby Szpak » Tue Jun 05, 2018 6:35 pm

Let me post my savefile.
map.jpg
map.jpg (290.27 KiB) Viewed 589 times

40 FPS/UPS 'cause it is idling mostly ;)

system is a laptop with:

i3 2.4ghz
8gb RAM
NVIDIA GeForce GT 635M 2gb RAM
WIN 8.1
Attachments
15 GW 3RPM Non Peacefull Final.zip
(49.85 MiB) Downloaded 32 times
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Re: Performance optimization - post your saves

Postby orzelek » Mon Jun 11, 2018 9:31 am

Please take alook at this thread:

viewtopic.php?f=5&t=60922

There is a save there that demonstrates potential problem with alogirthm responsible for putting bots back to robports.
When space in roboprots runs out (in certain area I guess?) entity update times are going from reasonable 10-15 to 50-100ms range.
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Re: Performance optimization - post your saves

Postby c0bRa » Mon Jul 02, 2018 11:28 am

Hio,

i've got my Savegame with pretty much networking and trains (> 1,200 trains) which runs on my i7-6700k with ~15 fps. Perhaps it could give you some intentions for performance optimization.

Map:
https://www.dropbox.com/s/1086a4b51213h ... l.zip?dl=0
Mods (just RSO, Waterfill, Power Armor MK3):
https://www.dropbox.com/sh/mgxzb9c2htha ... 9xZqa?dl=0
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Entities going to sleep

Postby epr » Thu Jul 05, 2018 8:00 pm

I was playing around with the UPS Wars 2 challenge and noticed mining drills don't go to sleep when facing empty rails.
2000 mining drills taking about 1 ms entity update time, while doing nothing.
When all drills are busy filling cargo wagons, update time goes down to 0.6 ms and 0.4 ms when wagons are backed up and trains on manual.
Entities that are not powered also stay active and cost more UPS than powered inactive ones.

Is there something you could do about it or is this intentional?

Thanks
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Re: Entities going to sleep

Postby Rseding91 » Fri Jul 06, 2018 1:04 pm

epr wrote:I was playing around with the UPS Wars 2 challenge and noticed mining drills don't go to sleep when facing empty rails.
2000 mining drills taking about 1 ms entity update time, while doing nothing.
When all drills are busy filling cargo wagons, update time goes down to 0.6 ms and 0.4 ms when wagons are backed up and trains on manual.
Entities that are not powered also stay active and cost more UPS than powered inactive ones.

Is there something you could do about it or is this intentional?

Thanks


Simply put: don't mine directly into rails.
If you want to get ahold of me I'm almost always on IRC and Discord.
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