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Performance Profiling

Posted: Tue Sep 26, 2017 1:11 pm
by Criperum
TL;DR
I way to determine performance bottlenecks for big modded maps.
What ?
Experienced people know that some game mechanics are less UPS/FPS friendly than others. Like replacing nuclear reactors with solars will reduce CPU load due to deletion of fluids calculations for water and steam. The same with drones against belts(as far as i know).

I'm suggesting to add some debug info allowing people to understand what exactly slowing the game itself right now.
Why ?
Playing on heavily modded servers they all come to the same point when game is going slower and slower even if it's seemingly nothing is built on the map(just several millions resources are being proceeded in a minute).

Re: Performance Profiling

Posted: Tue Sep 26, 2017 1:16 pm
by Klonan
Criperum wrote:
TL;DR
I way to determine performance bottlenecks for big modded maps.
What ?
Experienced people know that some game mechanics are less UPS/FPS friendly than others. Like replacing nuclear reactors with solars will reduce CPU load due to deletion of fluids calculations for water and steam. The same with drones against belts(as far as i know).

I'm suggesting to add some debug info allowing people to understand what exactly slowing the game itself right now.
Why ?
Playing on heavily modded servers they all come to the same point when game is going slower and slower even if it's seemingly nothing is built on the map(just several millions resources are being proceeded in a minute).
There is already a debug option to see what parts of the game and which mods are using all the time:


Re: Performance Profiling

Posted: Tue Sep 26, 2017 1:24 pm
by Criperum
Ok. My bad.

Re: Performance Profiling

Posted: Tue Sep 26, 2017 6:06 pm
by Optera
Wasn't there also a way to list explicitly how much time each entity type uses?