After an autosave, catchup sacrifices ~10%FPS for lotsa UPS

Post all other topics which do not belong to any other category.
quyxkh
Smart Inserter
Smart Inserter
Posts: 1031
Joined: Sun May 08, 2016 9:01 am
Contact:

After an autosave, catchup sacrifices ~10%FPS for lotsa UPS

Post by quyxkh »

I noticed that if I hike the game speed it won't sacrifice FPS to get UPS, except after an autosave. In my little benchmark case I set game.speed 128 to fastforward a design (to check for throbbing) and was getting ~700UPS/60FPS, but after an autosave it'd go up to ~1600UPS/53+FPS.

It occurs to me that in real gameplay, if the game speed's already being tweaked upwards it's to get more UPS, and just automatically setting catch-up mode to trade off ~10% of FPS for more than doubling UPS would be a very good idea. If it's being tweaked downwards it's to handle one sort of overload or another, seems like a good plan there too. Thoughts?
Jap2.0
Smart Inserter
Smart Inserter
Posts: 2430
Joined: Tue Jun 20, 2017 12:02 am
Contact:

Re: After an autosave, catchup sacrifices ~10%FPS for lotsa UPS

Post by Jap2.0 »

What are you getting 1600 UPS on? Are you running a supercomputer, or is this just like an empty map :o .
There are 10 types of people: those who get this joke and those who don't.
quyxkh
Smart Inserter
Smart Inserter
Posts: 1031
Joined: Sun May 08, 2016 9:01 am
Contact:

Re: After an autosave, catchup sacrifices ~10%FPS for lotsa UPS

Post by quyxkh »

Yah, thinking a little more critically about it, frame time is roughly render+update, the more the update time's the problem the less sacrificing fps helps. So this idea has a huge impact where it's not needed, and almost none where it's needed. At 30fps/30ups, if update time's 25ms of that a 10% fps reduction would get you a whole 833µs extra to play with, less than one extra ups.
User avatar
DaveMcW
Smart Inserter
Smart Inserter
Posts: 3733
Joined: Tue May 13, 2014 11:06 am
Contact:

Re: After an autosave, catchup sacrifices ~10%FPS for lotsa UPS

Post by DaveMcW »

The UPS calculator is simply wrong after autosave.
Rseding91
Factorio Staff
Factorio Staff
Posts: 14912
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: After an autosave, catchup sacrifices ~10%FPS for lotsa UPS

Post by Rseding91 »

DaveMcW wrote:The UPS calculator is simply wrong after autosave.
It's correct. It has been correct for quite some time now.
If you want to get ahold of me I'm almost always on Discord.
Zavian
Smart Inserter
Smart Inserter
Posts: 1650
Joined: Thu Mar 02, 2017 2:57 am
Contact:

Re: After an autosave, catchup sacrifices ~10%FPS for lotsa UPS

Post by Zavian »

Correct in 0.15.34 ? See https://www.youtube.com/watch?v=zqSBJe-MvTQ&t=30s . I'm getting fairly consistent fps/ups rates until the autosave at the 33 sec mark. (That isn't my base by the way. Just the largest base I had around, on the theory that the jump in reported fps/ups is most obvious on bigger bases with longer save times and lower ups).

Edit: I guess you could argue that they are correct in a technical sense (this is what we actually rendered / how many ups we did). But from the point of view of someone looking at performance in terms of ups/fps (like the OP), they are misleading straight after an autosave.
Post Reply

Return to “General discussion”