flickering big map
flickering big map
After putting my fifth Radar, the big map, not the minimap begins to flicker.
It stops flickering while my radars are below 5, so if i remove one, it wont flicker anymore.
Savegame added, the forum only accept 3 MB files, but savagems are 4 MB, maybe it could be fixed.
It stops flickering while my radars are below 5, so if i remove one, it wont flicker anymore.
Savegame added, the forum only accept 3 MB files, but savagems are 4 MB, maybe it could be fixed.
- Attachments
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- flickeringMap.part2.rar
- (1.38 MiB) Downloaded 193 times
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- flickeringMap.part1.rar
- (2.38 MiB) Downloaded 188 times
Re: flickering big map
Do you have enough power for 5 radars? If not, this is the effect.
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Re: flickering big map
for this i have added the save game, i have enought from all and playing without mods. The effect is active too if the radars have different networks. My personal radar is flickering too, not only the radar, so the while map is flickering.
Re: flickering big map
Picture added, if you see the map, you will see small squares, these are overall on the bigmap, they appear and disappear, its not only in radar range, even if i move with me charakter to a location without a radar overlay, i can see this flicker around the character wide radar range.
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- flicker.png (176.16 KiB) Viewed 6300 times
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Re: flickering big map
Comfirmed! But only on your save game.
I also tried making a quick test map with editor (placed lots of steam engines and gave myself full stack of radars) and then started placing radars all over the place but was unsucsessful in recreating the flickering you are expiriencing on your save.
I also tried messing with thread settings to see if this might be caused by poor thread synchronization when using factorios mulithreading support but the problem still presisted even when I forced Factorio to only use one thread.
Anywhay I suspect that this has something to do with map fog of war which gets broken down for some reason (dimming to fast and on places where it shouldn't have).
I also tried making a quick test map with editor (placed lots of steam engines and gave myself full stack of radars) and then started placing radars all over the place but was unsucsessful in recreating the flickering you are expiriencing on your save.
I also tried messing with thread settings to see if this might be caused by poor thread synchronization when using factorios mulithreading support but the problem still presisted even when I forced Factorio to only use one thread.
Anywhay I suspect that this has something to do with map fog of war which gets broken down for some reason (dimming to fast and on places where it shouldn't have).
Re: flickering big map
I would like to make clear that in fact, this is not a bug but intended behavior.
To make sure the game runs smoothly enough, we limited the chart to update 2 chunks per tick (120 chunks per second).
These 2 chunks are chosen from all of the chart candidates by the time they were charted for the last time.
So when the area covered by radars gets to be too big, the engine can't update all in time.
To make sure the game runs smoothly enough, we limited the chart to update 2 chunks per tick (120 chunks per second).
These 2 chunks are chosen from all of the chart candidates by the time they were charted for the last time.
So when the area covered by radars gets to be too big, the engine can't update all in time.
Re: flickering big map
Of course, smartkovarex wrote:I would like to make clear that in fact, this is not a bug but intended behavior.
To make sure the game runs smoothly enough, we limited the chart to update 2 chunks per tick (120 chunks per second).
These 2 chunks are chosen from all of the chart candidates by the time they were charted for the last time.
So when the area covered by radars gets to be too big, the engine can't update all in time.
But i got an high end machine running this game, so maybe an option to turn that off or higher?
Creator of:
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Active since Factorio 0.6
- DyTech
- DyWorld
- DyWorld-Dynamics
- DyWorld-Dynamics 2
Active since Factorio 0.6
Re: flickering big map
Hm. I guess, then it won't be deterministic anymore. Perhaps the flickering can be reduced. Or the current chunk can be made visible, so that it is clear, that only one "radar network" powers that all...
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Re: flickering big map
I changed the timeout until the chunk starts to be dark from 1.4 seconds to 5 seconds (from the last update of the chunk on the map).
This removes all the flickering with some reserves.
The problem will still be there for much bigger factories, but there are other thing we might try to do in the future (way to avoid refreshing chunks that didn't change, some optimisations of the charting algorithm etc).
This removes all the flickering with some reserves.
The problem will still be there for much bigger factories, but there are other thing we might try to do in the future (way to avoid refreshing chunks that didn't change, some optimisations of the charting algorithm etc).
Re: flickering big map
Is there realy no way to rise the limit of 120 cunhks per second ?
I realy like the idea to hold my borders under radar vision. I mean the still do their job but every new radar will slow all other down more an more.
and it looks like.....
Savgame:
https://www.dropbox.com/s/4dwszaxh8cor7 ... kerMap.rar
I realy like the idea to hold my borders under radar vision. I mean the still do their job but every new radar will slow all other down more an more.
and it looks like.....
Savgame:
https://www.dropbox.com/s/4dwszaxh8cor7 ... kerMap.rar
Re: flickering big map
Hello, I remember the map from some bug report, and I had the same idea when I was looking at the map.
This is the reason why I added issue for 0.9 version, to somehow skip updating chunks that didn't change, that should help a lot, as most of the areas are not changing.
This is the reason why I added issue for 0.9 version, to somehow skip updating chunks that didn't change, that should help a lot, as most of the areas are not changing.
Re: flickering big map
Hello, I just implemented the optimisation, that chunks that have no changes are not needed to be recharted for 0.9
So the 2 chunks per tick limit applies only on chunks that actually changes.
When I loaded your save, after short while, all the radar areas are covered without any blinking, and when there is attack I see enemies to move on the map almost immediately (because it is the only chunk that changes)
So the 2 chunks per tick limit applies only on chunks that actually changes.
When I loaded your save, after short while, all the radar areas are covered without any blinking, and when there is attack I see enemies to move on the map almost immediately (because it is the only chunk that changes)
Re: flickering big map
Good news everyone...