UPS optimized 12-beacon smelting - w/minimal circuits
Re: UPS optimized 12-beacon smelting - w/minimal circuits
Didn't we decide that it's better NOT to include a separate clock mechanism with each smelter array? Rather, we want to use a single clock and link the circuit networks together, right?
Re: UPS optimized 12-beacon smelting - w/minimal circuits
we did. One of the saves wrong?
[edit] found it. going to do the test again:)
[edit] found it. going to do the test again:)
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- bm_iron-DaveMcW-v4 100.zip
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Re: UPS optimized 12-beacon smelting - w/minimal circuits
Ran the latest test again, After I checked the network configs. (Thanks, Casa)
- v3, v4, v5
- 100 belts
- 50000 ticks, 10 runs.
I expected v5 to be fastest, v3 and v4 almost the same, with a light advantage to v4. (because Dave knows a LOT about this game)
- v3, v4, v5
- 100 belts
- 50000 ticks, 10 runs.
I expected v5 to be fastest, v3 and v4 almost the same, with a light advantage to v4. (because Dave knows a LOT about this game)
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- bm_iron-DaveMcW-v5 100.zip
- (1.36 MiB) Downloaded 148 times
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- bm_iron-DaveMcW-v3 100.zip
- (1.32 MiB) Downloaded 137 times
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- bm_iron-DaveMcW-v4 100.zip
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- bm_ smelting results 100 belts 2.csv
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- logfiles 100 belts 2.zip
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Re: UPS optimized 12-beacon smelting - w/minimal circuits
the difference is in thousandths, 100 belts is not enough
and I don't like EditorExtensions, it's better to repeat the benchmark in vanilla
and I don't like EditorExtensions, it's better to repeat the benchmark in vanilla
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Re: UPS optimized 12-beacon smelting - w/minimal circuits
Thanks!
1. How do you load/unload the belts: the standard infinity loader?
2. Your output doesn't look like standard output, are you using a powershell script? (could you share it?)1
3. as stated, this saves were for a quick indication. tonight or tomorrow I ll run a test with 500 belts each save.
1. How do you load/unload the belts: the standard infinity loader?
2. Your output doesn't look like standard output, are you using a powershell script? (could you share it?)1
3. as stated, this saves were for a quick indication. tonight or tomorrow I ll run a test with 500 belts each save.
Re: UPS optimized 12-beacon smelting - w/minimal circuits
1. load - mining drills ( if the ore is fed from the train, then the inserters + infinity chest ), unload - infinity chestdisentius wrote: ↑Fri Feb 18, 2022 5:11 pm Thanks!
1. How do you load/unload the belts: the standard infinity loader?
2. Your output doesn't look like standard output, are you using a powershell script? (could you share it?)1
3. as stated, this saves were for a quick indication. tonight or tomorrow I ll run a test with 500 belts each save.
2. https://gist.github.com/flameSla/b614b1 ... d1689256ba https://gist.github.com/flameSla/79517f ... df8fa30657
2.1. scripts put next to factorio.exe
2.2. edit the script "UPS optimized 12-beacon smelting.ps1": set variable $saves; change variables $ticks, $runs
2.3. run the script "UPS optimized 12-beacon smelting.ps1"
the benchmark.ps1 script performs a benchmark for the files specified in $saves
2.4. for another benchmark, create a copy of the script "UPS optimized 12-beacon smelting.ps1", edit and rename
2.5. the benchmark results are added to the file test_results.txt
Re: UPS optimized 12-beacon smelting - w/minimal circuits
Was invited to post my version here, so here it is.
Inserter timings calculation is described here:
https://www.reddit.com/r/technicalfacto ... _inserter/
Inserter timings calculation is described here:
https://www.reddit.com/r/technicalfacto ... _inserter/
Re: UPS optimized 12-beacon smelting - w/minimal circuits
Ruled out Windows Safe mode - same 1% stability in numbers
viewtopic.php?f=193&t=101643&p=561920#p561920
viewtopic.php?f=193&t=101643&p=561920#p561920
Re: UPS optimized 12-beacon smelting - w/minimal circuits
Welcome here! Why not put signals 0/1/2/3/4 on the same wire? Can you do a left->right direction verison of this BP so we can benchmark? I'd like to measure 5x100 lanes w/one controller circuit only. Having 5 wires makes it pretty challening. I'll do a 1 wire version of this idea - which could work a bit better than signal compression, as the inserters would get only 2 state transitions / 144 cycle (0-1-0) and not 6 (0-1-2-3-4-5-0). Not sure how Factorio signal processing is optimized...flomz wrote: ↑Fri Feb 18, 2022 9:59 pm Was invited to post my version here, so here it is.
Inserter timings calculation is described here:
https://www.reddit.com/r/technicalfacto ... _inserter/
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- 01234.png (231.57 KiB) Viewed 5623 times
Last edited by Belter on Sat Feb 19, 2022 8:36 pm, edited 1 time in total.
Re: UPS optimized 12-beacon smelting - w/minimal circuits
already did that, see above results (davemcW v5) it looks like its faster, but the differences are marginal with 100 belts
Re: UPS optimized 12-beacon smelting - w/minimal circuits
My reasoning was
- Number of networks remains O(1) anyway, so I assume that overhead is negligible.
- Number of networked inserters is the same in both cases => shouldn't impact performance
- Yet number of wakeup calls is exactly 1 per inserter, compared to single wire version, and this difference scales with the number of inserters, so 1000 vs 5000 difference is not so negligible.
Edit: updated version 10x5, expandable in 3 directions
https://factoriobin.com/post/L4I5Bfl8
Re: UPS optimized 12-beacon smelting - w/minimal circuits
for comparison, Stevetrov's build, 100 belts, vanilla
probably the mod "EditorExtensions" strongly affects UPS
probably the mod "EditorExtensions" strongly affects UPS
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- 20220220-1007.png (175.61 KiB) Viewed 5540 times
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- test_smelting_b12_Stevetrov_2feed.zip
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- test_smelting_b12_Stevetrov_1feed.zip
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Re: UPS optimized 12-beacon smelting - w/minimal circuits
Dear all,
Please move to 500 lane tests. Its more accurate. See my analysis viewtopic.php?f=193&t=101648
Please move to 500 lane tests. Its more accurate. See my analysis viewtopic.php?f=193&t=101648
Removal of editor extensions would make testing more painful, I'm look into that now.
Re: UPS optimized 12-beacon smelting - w/minimal circuits
vanilla has everything for a benchmark, editor extensions is not needed
I don't understand why everyone started using editor extensions
apparently someone is advertising this mod on YouTube
Re: UPS optimized 12-beacon smelting - w/minimal circuits
Ok, for smelting I will use 500 belt saves.
@belter: Why make a separate post on 100 vs 500? lets keep it here:)
@flame_Sla: force of habit, I happen to like Editor Extensions. I don't think it really matters, our testing is about relative results. Different solutions tested in the same environment with the same hardware, mods, and configuration.
some additional thoughts:
- there is a different number of beacons in use for 1 row of 500 vs 5 rows of 100. within the same test use one or the other exclusively.
- make sure the production is stable. (run for at least 10 minutes, or until all furnaces are filled. (all builds here have a slight overproduction)
- keep the original authors name in the save
I 'll make a 500 belt test run of the latest builds later today
@belter: Why make a separate post on 100 vs 500? lets keep it here:)
@flame_Sla: force of habit, I happen to like Editor Extensions. I don't think it really matters, our testing is about relative results. Different solutions tested in the same environment with the same hardware, mods, and configuration.
some additional thoughts:
- there is a different number of beacons in use for 1 row of 500 vs 5 rows of 100. within the same test use one or the other exclusively.
- make sure the production is stable. (run for at least 10 minutes, or until all furnaces are filled. (all builds here have a slight overproduction)
- keep the original authors name in the save
I 'll make a 500 belt test run of the latest builds later today
Re: UPS optimized 12-beacon smelting - w/minimal circuits
mods somehow affect the result
I have no guarantee that without mods in vanilla, the benchmark results will be preserved
therefore, for myself, I make benchmarks only in vanilla, and in my script, all the mods for the benchmark are forcibly disabled
Re: UPS optimized 12-beacon smelting - w/minimal circuits
Note: I've replaced my benchmark here as this finding made it invalid, as I've mixed vanilla and EE results. Will redo it with a consistent way, most likely vanilla.
- EditorE but EL: same as above, but EE mod loaded (B004-ee-Belter-v6.80-500.zip)
- EditorE UG: express loaders/infinity chests replaced to EE underground belt (B004-eet-Belter-v6.80-500.zip)
- Editor Extension mod loaded alone does not have any impact
- Editor Extension Underground Belt does have a negative impact - slower than vanilla express loader/infinity chest:
- 18% diff in entity update time! It leads to 13% UPS difference
- UPS numbers: 162 UPS (EE UG) vs 183 UPS vanilla
- I'd suggest going to vanilla - Editor Extensions is cooler looking but does add noise to our benchmarks
- It does not mean our benchmarks done with EE are invalid. Just they had an increased overhead cost which is not good
Edit: more data and graphs here: viewtopic.php?f=193&t=101673&p=562072#p562072
I've re-created an 500 lane test for 3 scenarios to test EE impact
- Zero Mod EL: no mods, using express loaders / infinity chests (B004-zm-Belter-v6.80-500.zip)- EditorE but EL: same as above, but EE mod loaded (B004-ee-Belter-v6.80-500.zip)
- EditorE UG: express loaders/infinity chests replaced to EE underground belt (B004-eet-Belter-v6.80-500.zip)
Result: 13% UPS diff
- I have a quick 5000 tick result only, will update here with a longer test:- Editor Extension mod loaded alone does not have any impact
- Editor Extension Underground Belt does have a negative impact - slower than vanilla express loader/infinity chest:
- 18% diff in entity update time! It leads to 13% UPS difference
- UPS numbers: 162 UPS (EE UG) vs 183 UPS vanilla
- I'd suggest going to vanilla - Editor Extensions is cooler looking but does add noise to our benchmarks
- It does not mean our benchmarks done with EE are invalid. Just they had an increased overhead cost which is not good
Edit: more data and graphs here: viewtopic.php?f=193&t=101673&p=562072#p562072
- Attachments
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- Times.png (53.92 KiB) Viewed 5338 times
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- B004-zm-Belter-v6.80-500.zip
- (3.7 MiB) Downloaded 103 times
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- B004-eet-Belter-v6.80-500.zip
- (4.96 MiB) Downloaded 92 times
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- B004-ee-Belter-v6.80-500.zip
- (3.71 MiB) Downloaded 97 times
Last edited by Belter on Tue Feb 22, 2022 10:22 pm, edited 12 times in total.
Re: UPS optimized 12-beacon smelting - w/minimal circuits
You can try Creative Items https://mods.factorio.com/mod/CreativeItemsBelter wrote: ↑Sun Feb 20, 2022 8:18 am Dear all,
Please move to 500 lane tests. Its more accurate. See my analysis viewtopic.php?f=193&t=101648
Removal of editor extensions would make testing more painful, I'm look into that now.
It only makes hidden base entities available.
My Mods: mods.factorio.com