Déjà vu
![Laughing :lol:](./images/smilies/icon_lol.gif)
SNIP..Quantum_mechanic wrote: Fri Feb 08, 2019 4:54 pm Signals on the outside indicate they're using a Right hand drive setup, if they're on the inside then they're Left hand drive.
The more you know!
For `--benchmark`ing I set the graphics to very-low in my little option-processing frontender, it makes a gratifying difference in cycle time.The goal is to eventually remove the 'low' and 'very-low' sprite resolution options, as 'low quality' texture compression on normal sprites + texture streaming should be able to run even on GPUs with very low VRAM sizes.
You should try it and let us know!Proxy wrote: Fri Feb 08, 2019 5:01 pm ok so if this gets optimized even more i could probably play it on a Raspberry Pi and take it with me for on the go
That looks like a tramway mod to me! I like that!
If there ever was an ARM port, you could probably get up to blue science working at 60 fps if you don't zoom out too far. I got the full version of Minecraft working at 50 fps on mine and it is optimized like garbage on top of being written in Java.adam_bise wrote: Fri Feb 08, 2019 5:18 pmYou should try it and let us know!Proxy wrote: Fri Feb 08, 2019 5:01 pm ok so if this gets optimized even more i could probably play it on a Raspberry Pi and take it with me for on the go
https://eltechs.com/product/exagear-desktop/
I would imagine you'd be counting seconds per frame, that is if you are able to get it working at all =)
There was a discussion about that.. dig.. dig.. dig.. here. There was a purple response saying "no promises" so it isn't out of the question! Of course playing the geekiest game the geekiest way possible would be right up many factorians alley lolE-37 wrote: Fri Feb 08, 2019 5:34 pmIf there ever was an ARM port, you could probably get up to blue science working at 60 fps if you don't zoom out too far. I got the full version of Minecraft working at 50 fps on mine and it is optimized like garbage on top of being written in Java.adam_bise wrote: Fri Feb 08, 2019 5:18 pmYou should try it and let us know!Proxy wrote: Fri Feb 08, 2019 5:01 pm ok so if this gets optimized even more i could probably play it on a Raspberry Pi and take it with me for on the go
https://eltechs.com/product/exagear-desktop/
I would imagine you'd be counting seconds per frame, that is if you are able to get it working at all =)
Wonderful! Why it's not true by default?
Do you have turrets by those wall by any chance?burisk wrote: Fri Feb 08, 2019 5:26 pm That optimalizations, I hope that 0.17 will fix that bug what I have on Mac OS (Macbook Pro 15" 2015).
When I am in game, and I'll show a map (M), and I'll look to the area covered by radars, and that area has a lot of walls, my FPS will drop from 60 FPS to 20 FPS.
It was still with High sprite resolution, but compression was set to Low quality. We seem to be memory bandwith limited on Intel iGPUs so I think 8bpp compression is more appropriate then 12bpp for them. Furthermore, usually if someone runs the game on Intel HD, they are probably playing on laptop so less work for GPU means less heat and smaller probability of thermal throttling of CPU (+ longer battery life). Also low quality compression seems to be good enough for FullHD 15" screen. Which model of Intel HD do you play on, how much system RAM do you have and did you disable smoke and decoratives?MarvinCZ wrote: Fri Feb 08, 2019 5:08 pmMaybe one thing that confused me was the need to run the benchmarks with Low texture settings on Intel HD card since I have no problem to run it on High with 0.16.
Can you create thread in Technical help or Bug repors section and post details there? Your Factorio log, your HW configuration, way how to reproduce the problem (save + instructions what to do to experience the issue).striepan wrote: Fri Feb 08, 2019 6:51 pm What about the fill-rate independent issues, like FPS drop while zoomed out, no mater the resolution or sprite quality while the GPU seems to be chilling nowhere near full utilization? This also tends to drag UPS down when it's apparently not supposed to.
So what about Linux/UNIX OS optimization? It is similar to Windows and iOS?posila wrote: Fri Feb 08, 2019 7:47 pmDo you have turrets by those wall by any chance?burisk wrote: Fri Feb 08, 2019 5:26 pm That optimalizations, I hope that 0.17 will fix that bug what I have on Mac OS (Macbook Pro 15" 2015).
When I am in game, and I'll show a map (M), and I'll look to the area covered by radars, and that area has a lot of walls, my FPS will drop from 60 FPS to 20 FPS.
It was still with High sprite resolution, but compression was set to Low quality. We seem to be memory bandwith limited on Intel iGPUs so I think 8bpp compression is more appropriate then 12bpp for them. Furthermore, usually if someone runs the game on Intel HD, they are probably playing on laptop so less work for GPU means less heat and smaller probability of thermal throttling of CPU (+ longer battery life). Also low quality compression seems to be good enough for FullHD 15" screen. Which model of Intel HD do you play on, how much system RAM do you have and did you disable smoke and decoratives?MarvinCZ wrote: Fri Feb 08, 2019 5:08 pmMaybe one thing that confused me was the need to run the benchmarks with Low texture settings on Intel HD card since I have no problem to run it on High with 0.16.
Can you create thread in Technical help or Bug repors section and post details there? Your Factorio log, your HW configuration, way how to reproduce the problem (save + instructions what to do to experience the issue).striepan wrote: Fri Feb 08, 2019 6:51 pm What about the fill-rate independent issues, like FPS drop while zoomed out, no mater the resolution or sprite quality while the GPU seems to be chilling nowhere near full utilization? This also tends to drag UPS down when it's apparently not supposed to.
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Ah, I see now. I thought that you were referring to low resolution setting. My bad, I am sorry.posila wrote: Fri Feb 08, 2019 7:47 pm It was still with High sprite resolution, but compression was set to Low quality. We seem to be memory bandwith limited on Intel iGPUs so I think 8bpp compression is more appropriate then 12bpp for them. Furthermore, usually if someone runs the game on Intel HD, they are probably playing on laptop so less work for GPU means less heat and smaller probability of thermal throttling of CPU (+ longer battery life). Also low quality compression seems to be good enough for FullHD 15" screen. Which model of Intel HD do you play on, how much system RAM do you have and did you disable smoke and decoratives?
The middle mesh (I should have written mesh instead of geometry in the blog post, I suppose) is how we always draw it in 0.16 and still in 0.17 until you zoom in close enough onto cluster of turrets and the optimized version kicks in (we use trinagle strip instead of tringle fan because we can batch several circles into single draw call using degenerated triangles) and is what we needed to optimize. Stencil buffer was one of the two ideas we had (and first one we tried out) but it still was not fast enough, so we went to try out the second idea which was drawing geometry procedurally in shader, and were disappointed by its extraordinaly poor performance in some cases ... so we went on to come up with more ideas and essentially ended up combinig the two initial solutions.Mike Pote wrote: Fri Feb 08, 2019 8:35 pm @posila Forgive me for wondering the obvious, but before you guys went down the turret radius pixel shader rabbit hole, I'm wondering why you don't just render a semi-transparent triangle fan over the map to form a circle for the turret radius? I'm pretty sure you're already doing this for the electricity network visualisation and the car and tank icons. You could use the stencil buffer to prevent overdraw from overlapping radii here too, and it would cut out your pixel shader having to test each and every single pixel on the screen for a radius.
Something like this, but obviously with enough vertexes to look smooth:
I'm guessing you already tried that and it wasn't performant enough?
Umm... isn't the point of double headed trains reversing out of stations? Not two way tracks?adam_bise wrote: Fri Feb 08, 2019 4:08 pm I think they put oddities in their pictures just to watch every OCD squirm.
For example, there are rail signals in the middle of nowhere, and they are using a 2-way train on what is clearly a one-way track.
heresy.png
HERESY!
I think someone tried that once - iirc it took about 2 hours to get started and ran at about 0 fps. I'll edit this once I find the link.Proxy wrote: Fri Feb 08, 2019 5:01 pm ok so if this gets optimized even more i could probably play it on a Raspberry Pi and take it with me for on the go