Seriously.
I love your game. Keep up the good work. I registered to the forums just to say this.
![Shocked :shock:](./images/smilies/icon_eek.gif)
If you knew at all how programming worked you would know everything you've said makes no sense - especially so comparing something like Watch Dogs 2 to Factorio. The count of mods has absolutely nothing to do with game performance unless the mod authors have written slow mods - which isn't something I can fix.Sparkysam wrote:The thanks you will come at the end, but I have to say something first.
I love the game but struggle with its lack of usability due to only 1 core being used, and low FPS because it can't handle more than 10 mods in one game once u get mid game or the fact I have to lower my servers clock speed so everyone can play, all points to me that make me feel less and less wanting to play the amount I want to if it had this performance like it should, it should be running like watch_dogs 2 where it uses everything it can get and gives you the performance you expect because it can use the power it needs!
Thank you for a great game but for God sake Sort out performance for modding and better gameplay, i like the graphics how they are but god this game is like the old Runescape java client before they brought out NXT!!!
PSST: Rseding91 and Sparkysam https://www.factorio.com/blog/post/fff-151Rseding91 wrote: Attempting to explain to you why we can't just "make it use multiple cores" doesn't seem like a good investment of my time.
I know that FF exists but we tried it and it didn't pan out. There aren't any sections of the game update loop that we can throw into a threaded state without massive hacks to prevent concurrent modifications which breaks determinism when you *don't* run the update on multiple threads and gives very little gains (< 10% after all the hacking is done).jorgenRe wrote:PSST: Rseding91 and Sparkysam https://www.factorio.com/blog/post/fff-151Rseding91 wrote: Attempting to explain to you why we can't just "make it use multiple cores" doesn't seem like a good investment of my time.
I don't know if my saying so will make any difference, but I can vouch for what the Devs are saying about the difficulty of multi-threading; it is actually is a complex subject even just in theory, and in implementation it can become a nightmare. My focus for my Computer Science Master's was in Parallel computing. Lots of people even at that level struggled with it. Most people have difficulty just conceptualizing a coherent async system, and if you get anything wrong it may not even be noticeable in basic testing. Deadlock, De-sync, and Incoherence bugs are incredibly hard to troubleshoot.Rseding91 wrote:I know that FF exists but we tried it and it didn't pan out. There aren't any sections of the game update loop that we can throw into a threaded state without massive hacks to prevent concurrent modifications which breaks determinism when you *don't* run the update on multiple threads and gives very little gains (< 10% after all the hacking is done).jorgenRe wrote:PSST: Rseding91 and Sparkysam https://www.factorio.com/blog/post/fff-151Rseding91 wrote: Attempting to explain to you why we can't just "make it use multiple cores" doesn't seem like a good investment of my time.