Friday Facts #182 - Optimizations, always more optimizations
Re: Friday Facts #182 - Optimizations, always more optimizations
HOORAY! now my train bus world won't drop to 10fps when i open the map! Thanks Rseding91!!So say you have 200 trains on your map and the view is showing 50 of them: each view would render its own train + any trains in that immediate area (which ended up being roughly all of them in packed factories) and the end result was you'd get 50 * 50 trains being rendered which ends up being very slow. Cleaning up how trains are drawn on the minimap gave a nice boost to the performance here. I still have some additional ideas to improve the performance of this GUI but it's at least manageable now for 0.15 it's manageable.
Re: Friday Facts #182 - Optimizations, always more optimizations
You did not lie about that oneyou can look forward to some less interesting FFF posts
And no 0.15 progress news at all?...commoooon, you can do better than that its the 17th of March guys
Re: Friday Facts #182 - Optimizations, always more optimizations
Maybe put up unstable 0.15 releases? Just make them non-obtainable with the "latest experimental" option, only by explicit version selection.
Re: Friday Facts #182 - Optimizations, always more optimizations
I really liked this FFF: It goes to show that they continue to care greatly about optimization, even in fringe situations. That combined with multi-platform support is something I really like - I play Factorio on Windows on my desktop computer and on Linux on my laptop, which is wildly underpowered for everything I run on it, except for Factorio
Besides that, just getting these details is really fun for me as a programmer!
Besides that, just getting these details is really fun for me as a programmer!
Re: Friday Facts #182 - Optimizations, always more optimizations
I support this. Also I like unstable dev versions of all software.Ubertwink wrote:Maybe put up unstable 0.15 releases? Just make them non-obtainable with the "latest experimental" option, only by explicit version selection.
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Re: Friday Facts #182 - Optimizations, always more optimizations
Ahh, when you refresh the screen and the number of topics in the News forum increments...
Anyway, speaking of GUI performance is there nothing that can be done about the "live" map view in the train's menu? It can drop the game to some pretty terrible framerates. Even if all we get is a zoomed-in map view (which should be better if we get a higher res map as suggested in FFF180) that would be great.
End of last year we released a patch summary for our "January update". It was released to ~10% of our customers in January. Four patches later (three of which were redone several times), the other 90% got it this week, and there's a fifth patch due out to fix some remaining huge issues, but we needed to get them updated because there was a serious issue in the last version too. There's just no putting a time scale on software releases =PSaintFlow wrote:And no 0.15 progress news at all?...commoooon, you can do better than that its the 17th of March guys
Anyway, speaking of GUI performance is there nothing that can be done about the "live" map view in the train's menu? It can drop the game to some pretty terrible framerates. Even if all we get is a zoomed-in map view (which should be better if we get a higher res map as suggested in FFF180) that would be great.
Money might be the root of all evil, but ignorance is the heart.
Re: Friday Facts #182 - Optimizations, always more optimizations
SaintFlow wrote:You did not lie about that oneyou can look forward to some less interesting FFF posts
And no 0.15 progress news at all?...commoooon, you can do better than that its the 17th of March guys
Hope that was a joke...
I think it was an very! interesting FFF post, alot of programming is going into Factorio every week, and its done by a small team thats working very hard.
i can't wait for 0.15 release, and reading how much effort your guys put into it, it can only be successful!.
Keep it going, love your game!.
Re: Friday Facts #182 - Optimizations, always more optimizations
That will be the type of release anyway, but bugs reported by the community take significantly more time to deal with than finding the same bugs internally, so releasing after a certain stability has been accomplished saves time in the long run.Ubertwink wrote:Maybe put up unstable 0.15 releases?
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Re: Friday Facts #182 - Optimizations, always more optimizations
Yeah, there's no point getting their dev version they've got now as it would crash every five minutes and have a new version before you could download it.
EDIT: And damn that is a specific bug. You would like to think nobody has ever encountered it (why would you ever do those things) but then we are a nigh infinite number of monkeys at keyboards xP
EDIT: And damn that is a specific bug. You would like to think nobody has ever encountered it (why would you ever do those things) but then we are a nigh infinite number of monkeys at keyboards xP
Last edited by Deadly-Bagel on Fri Mar 17, 2017 4:48 pm, edited 1 time in total.
Money might be the root of all evil, but ignorance is the heart.
Re: Friday Facts #182 - Optimizations, always more optimizations
Nice, i always love reading technical posts
Btw does 0.15 already contain a solution for the train scheduler ruining UPS on rail placement/destruction on big rail networks with many trains? I doubt that it is neccessary do update each train immediatly on the entity creation/destruction. The update could then be staggered by tick (like 20 per tick) or just in time (when a train hits a signal / junction).
Btw does 0.15 already contain a solution for the train scheduler ruining UPS on rail placement/destruction on big rail networks with many trains? I doubt that it is neccessary do update each train immediatly on the entity creation/destruction. The update could then be staggered by tick (like 20 per tick) or just in time (when a train hits a signal / junction).
Re: Friday Facts #182 - Optimizations, always more optimizations
Should be "an hour"After about a hour of debugging
Re: Friday Facts #182 - Optimizations, always more optimizations
They should've made minecraft. You'd have nearly infinite worlds with high UPS even with demanding mods.
Re: Friday Facts #182 - Optimizations, always more optimizations
I do remember a case of a rail connection becoming partially corruptDeadly-Bagel wrote:Yeah, there's no point getting their dev version they've got now as it would crash every five minutes and have a new version before you could download it.
EDIT: And damn that is a specific bug. You would like to think nobody has ever encountered it (why would you ever do those things) but then we are a nigh infinite number of monkeys at keyboards xP
no yes yes no yes no yes yes
Re: Friday Facts #182 - Optimizations, always more optimizations
This.cpy wrote:They should've made minecraft. You'd have nearly infinite worlds with high UPS even with demanding mods.
I think Factorio is the best optimized game on my HDD right now. Its a whole different category compared to some garbage that gets published these days.One example would be Rise to ruin. Its pixel retro style that in the 1994 would easily run on my 486 with 512 KB RAM, and it runs around 30 FPS on my current gaming rig.
Last edited by torham on Fri Mar 17, 2017 5:15 pm, edited 1 time in total.
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Re: Friday Facts #182 - Optimizations, always more optimizations
I remember there being a bunch of cases but it was for a different reason I think.
Money might be the root of all evil, but ignorance is the heart.
Re: Friday Facts #182 - Optimizations, always more optimizations
As long as they find bugs by just loading their test games there is realy no need to do this.Ubertwink wrote:Maybe put up unstable 0.15 releases? Just make them non-obtainable with the "latest experimental" option, only by explicit version selection.
Re: Friday Facts #182 - Optimizations, always more optimizations
1.Build 2 locomotives directly next to each other
2.Disconnect the 2 locomotives so they're not one train anymore
3.Drive the front locomotive into the rear one such that it can't move backwards any more
4.Drive the rear locomotive into the front one such that it can't move forward any more
5.Build a cargo wagon attached to the rear locomotive (making sure the cursor was more towards the rear locomotive so the cargo wagon snaps behind the back locomotive)
6.Try to drive the rear locomotive (with the now attached cargo wagon) forward into the front locomotive
why in the world would you do such a thing ?
2.Disconnect the 2 locomotives so they're not one train anymore
3.Drive the front locomotive into the rear one such that it can't move backwards any more
4.Drive the rear locomotive into the front one such that it can't move forward any more
5.Build a cargo wagon attached to the rear locomotive (making sure the cursor was more towards the rear locomotive so the cargo wagon snaps behind the back locomotive)
6.Try to drive the rear locomotive (with the now attached cargo wagon) forward into the front locomotive
why in the world would you do such a thing ?
Re: Friday Facts #182 - Optimizations, always more optimizations
I love reading these little behind the scenes details. Friday Facts is honestly one of the highlights of my week.
Re: Friday Facts #182 - Optimizations, always more optimizations
I love all that Optimization and Bug-Fixing. I wish more Games would be developed on that level.
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