[0.12.29-Solved] Microstutters, Modded & Unmodded report.

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darkshadow1809
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[0.12.29-Solved] Microstutters, Modded & Unmodded report.

Post by darkshadow1809 »

First off lets start with the microstutter without any modding
it so happens that when you start a new game with the game option: (Video memory usage: ALL) It would give your game microstutters. Putting this option to high however. Makes it go away maybe an explanation for this would be nice?

More people with this issue > viewtopic.php?f=5&t=22282&p=141344#p141344


---------------------------

Now with the modded part.
I know this isn't the game itself doing this. But still as the developers have shown interest in the modding community before I'd like to reach out that hand again and report a bug about the modding.

It seems that if you have a lot of script update time. It hogs the game. This wasn't the issue before as I had loads and loads of mods in 0.11.22 It started with 0.12~ I think Kovarex remembers me really trying to push the game to its mod limits ;)
However to get to the issue..

http://prntscr.com/akwbxm

The script update time: as displayed here. needs to be a little bit lower then this. Preferably as low as possible. Otherwise these micro stutters will start to occur too. So Mods need to start working on efficiency of how they are written as well. Otherwise micro stutters will occur eventually. Some prime example mods to mix together to get this issue.


(Momining 1.5~)
(Natural evolution buildings 0.5-0.7 varies)
(Treefarm-Lite 0.6-0.7)

Combine these all together however. And you have yourself a nice little micro stutter getting worse over the entirety of the game.
I will forward this to the game developers. See if they can work out anything in their engine to prevent this somehow.
Or maybe that mod dev's are souly responsible for this and should clean their mod.

Anyway lets see what we can do about this little thing ;) !

Thanks for your time!








==============================
Specifications in case needed:
Operating System: Windows 10 Home 64-bit (10.0, Build 10586)
Videocard: NVIDIA GeForce GTX 970
Processor: I7-4770K @ 4,2 Gh'z
RAM: 32GB
Last edited by darkshadow1809 on Mon Mar 28, 2016 2:44 am, edited 1 time in total.
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Re: [0.12.29] Microstutters, Modded & Unmodded report.

Post by DaveMcW »

This is a bug with the individual mods. Treefarm is notorious for bad performance, there is a whole thread about how why it sucks: viewtopic.php?f=34&t=19258
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Re: [0.12.29] Microstutters, Modded & Unmodded report.

Post by Rseding91 »

darkshadow1809 wrote:First off lets start with the microstutter without any modding
it so happens that when you start a new game with the game option: (Video memory usage: ALL) It would give your game microstutters. Putting this option to high however. Makes it go away maybe an explanation for this would be nice?

More people with this issue > viewtopic.php?f=5&t=22282&p=141344#p141344
This indicates 100% that you don't have enough VRAM available as those are the *exact* symptoms of low VRAM and swapping textures between system RAM and VRAM as needed. See: viewtopic.php?f=49&t=22265

darkshadow1809 wrote: Now with the modded part.
I know this isn't the game itself doing this. But still as the developers have shown interest in the modding community before I'd like to reach out that hand again and report a bug about the modding.

It seems that if you have a lot of script update time. It hogs the game. This wasn't the issue before as I had loads and loads of mods in 0.11.22 It started with 0.12~ I think Kovarex remembers me really trying to push the game to its mod limits ;)
However to get to the issue..

http://prntscr.com/akwbxm

The script update time: as displayed here. needs to be a little bit lower then this. Preferably as low as possible. Otherwise these micro stutters will start to occur too. So Mods need to start working on efficiency of how they are written as well. Otherwise micro stutters will occur eventually. Some prime example mods to mix together to get this issue.


(Momining 1.5~)
(Natural evolution buildings 0.5-0.7 varies)
(Treefarm-Lite 0.6-0.7)

Combine these all together however. And you have yourself a nice little micro stutter getting worse over the entirety of the game.
I will forward this to the game developers. See if they can work out anything in their engine to prevent this somehow.
Or maybe that mod dev's are souly responsible for this and should clean their mod.

Anyway lets see what we can do about this little thing ;) !

Thanks for your time!

==============================
Specifications in case needed:
Operating System: Windows 10 Home 64-bit (10.0, Build 10586)
Videocard: NVIDIA GeForce GTX 970
Processor: I7-4770K @ 4,2 Gh'z
RAM: 32GB
That's on the mod(s) to fix. See: viewtopic.php?f=34&t=19258&start=10#p125486 I do what I can to improve the API performance but it's super easy for a mod to just do everything wrong and take tons of CPU time doing stuff it doesn't need to do.

It might not have been an issue in 0.11 because those mods didn't exist in the state they do today. There have been no regressions in API performance or mod performance from 0.11 to 0.12 - I watch how it performs closely and know personally what all changes have gone into the mod API between 0.11 and 0.12.
If you want to get ahold of me I'm almost always on Discord.
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darkshadow1809
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Re: [0.12.29] Microstutters, Modded & Unmodded report.

Post by darkshadow1809 »

Rseding91 wrote:
darkshadow1809 wrote:First off lets start with the microstutter without any modding
it so happens that when you start a new game with the game option: (Video memory usage: ALL) It would give your game microstutters. Putting this option to high however. Makes it go away maybe an explanation for this would be nice?

More people with this issue > viewtopic.php?f=5&t=22282&p=141344#p141344
This indicates 100% that you don't have enough VRAM available as those are the *exact* symptoms of low VRAM and swapping textures between system RAM and VRAM as needed. See: viewtopic.php?f=49&t=22265

darkshadow1809 wrote: Now with the modded part.
I know this isn't the game itself doing this. But still as the developers have shown interest in the modding community before I'd like to reach out that hand again and report a bug about the modding.

It seems that if you have a lot of script update time. It hogs the game. This wasn't the issue before as I had loads and loads of mods in 0.11.22 It started with 0.12~ I think Kovarex remembers me really trying to push the game to its mod limits ;)
However to get to the issue..

http://prntscr.com/akwbxm

The script update time: as displayed here. needs to be a little bit lower then this. Preferably as low as possible. Otherwise these micro stutters will start to occur too. So Mods need to start working on efficiency of how they are written as well. Otherwise micro stutters will occur eventually. Some prime example mods to mix together to get this issue.


(Momining 1.5~)
(Natural evolution buildings 0.5-0.7 varies)
(Treefarm-Lite 0.6-0.7)

Combine these all together however. And you have yourself a nice little micro stutter getting worse over the entirety of the game.
I will forward this to the game developers. See if they can work out anything in their engine to prevent this somehow.
Or maybe that mod dev's are souly responsible for this and should clean their mod.

Anyway lets see what we can do about this little thing ;) !

Thanks for your time!

==============================
Specifications in case needed:
Operating System: Windows 10 Home 64-bit (10.0, Build 10586)
Videocard: NVIDIA GeForce GTX 970
Processor: I7-4770K @ 4,2 Gh'z
RAM: 32GB
That's on the mod(s) to fix. See: viewtopic.php?f=34&t=19258&start=10#p125486 I do what I can to improve the API performance but it's super easy for a mod to just do everything wrong and take tons of CPU time doing stuff it doesn't need to do.

It might not have been an issue in 0.11 because those mods didn't exist in the state they do today. There have been no regressions in API performance or mod performance from 0.11 to 0.12 - I watch how it performs closely and know personally what all changes have gone into the mod API between 0.11 and 0.12.

That's a very quick response :) Thank you for being ontop of this Rseding. Now I know where the issue lies I can step up to to the mod developers and see if they can do something for us and optimize their mod :)
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Re: [0.12.29-Solved] Microstutters, Modded & Unmodded report.

Post by orzelek »

Take a look at new treefarm - it has verision number 0.3.2 for some reason but it was optimized recently by Blu3wolf.
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