How can I reduce particle update

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spiral_power
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How can I reduce particle update

Post by spiral_power »

I'm creating a thread here because I didn't think it was an individual issue to write about in the technical help.

My save is much larger, UPS is down. Checking breakdown, I see that particle update is always 1 or more. Is there any good way to reduce particle update?

I assume that's a drawing system process, but what the heck are they calculating?
Note that range of artillery is long enough, so there should be no active enemies.

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Re: How can I reduce particle update

Post by R060 »

spiral_power wrote: Sat Feb 01, 2025 4:05 am I'm creating a thread here because I didn't think it was an individual issue to write about in the technical help.

My save is much larger, UPS is down. Checking breakdown, I see that particle update is always 1 or more. Is there any good way to reduce particle update?

I assume that's a drawing system process, but what the heck are they calculating?
Note that range of artillery is long enough, so there should be no active enemies.


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You'd better off disabling space effects, they tank fps a lot.
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Re: How can I reduce particle update

Post by mmmPI »

spiral_power wrote: Sat Feb 01, 2025 4:05 am Is there any good way to reduce particle update?

I assume that's a drawing system process, but what the heck are they calculating?
Note that range of artillery is long enough, so there should be no active enemies.
I remember there was a version of the game that was causing high usage of ressources like you show. It was a "bug" and was corrected though, but it had the effect of increaseing time required for particule calculation and it turned out the biggest responsible were the number of demolisher in Vulcanus.

I don't know if that is still the case today that demolisher ( in large numbers) could cause this. I know it was fixed for the scale at which i"m playing but when i see "particule update" again, i'm always thinking demolishers.
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Re: How can I reduce particle update

Post by spiral_power »

R060 wrote: Sat Feb 01, 2025 4:40 am
spiral_power wrote: Sat Feb 01, 2025 4:05 am I'm creating a thread here because I didn't think it was an individual issue to write about in the technical help.

My save is much larger, UPS is down. Checking breakdown, I see that particle update is always 1 or more. Is there any good way to reduce particle update?

I assume that's a drawing system process, but what the heck are they calculating?
Note that range of artillery is long enough, so there should be no active enemies.


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You'd better off disabling space effects, they tank fps a lot.
I have turned that option off, but there seems to be no change.
Particle update value is high even without displaying the platform in the first place.

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Re: How can I reduce particle update

Post by spiral_power »

mmmPI wrote: Sat Feb 01, 2025 5:08 am
spiral_power wrote: Sat Feb 01, 2025 4:05 am Is there any good way to reduce particle update?

I assume that's a drawing system process, but what the heck are they calculating?
Note that range of artillery is long enough, so there should be no active enemies.
I remember there was a version of the game that was causing high usage of ressources like you show. It was a "bug" and was corrected though, but it had the effect of increaseing time required for particule calculation and it turned out the biggest responsible were the number of demolisher in Vulcanus.

I don't know if that is still the case today that demolisher ( in large numbers) could cause this. I know it was fixed for the scale at which i"m playing but when i see "particule update" again, i'm always thinking demolishers.
Interesting comment.
I wonder why the value is so high without showing demolishers.

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Re: How can I reduce particle update

Post by Jap2.0 »

mmmPI wrote: Sat Feb 01, 2025 5:08 am
spiral_power wrote: Sat Feb 01, 2025 4:05 am Is there any good way to reduce particle update?

I assume that's a drawing system process, but what the heck are they calculating?
Note that range of artillery is long enough, so there should be no active enemies.
I remember there was a version of the game that was causing high usage of ressources like you show. It was a "bug" and was corrected though, but it had the effect of increaseing time required for particule calculation and it turned out the biggest responsible were the number of demolisher in Vulcanus.

I don't know if that is still the case today that demolisher ( in large numbers) could cause this. I know it was fixed for the scale at which i"m playing but when i see "particule update" again, i'm always thinking demolishers.
I don't recall that impacting particle time, but that was 120275, which was fixed in 2.0.33. (Granted, that's still experimental, so it may help a bit in this case if he's not on that channel.)
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Re: How can I reduce particle update

Post by spiral_power »

Jap2.0 wrote: Sat Feb 01, 2025 6:00 pm
mmmPI wrote: Sat Feb 01, 2025 5:08 am
spiral_power wrote: Sat Feb 01, 2025 4:05 am Is there any good way to reduce particle update?

I assume that's a drawing system process, but what the heck are they calculating?
Note that range of artillery is long enough, so there should be no active enemies.
I remember there was a version of the game that was causing high usage of ressources like you show. It was a "bug" and was corrected though, but it had the effect of increaseing time required for particule calculation and it turned out the biggest responsible were the number of demolisher in Vulcanus.

I don't know if that is still the case today that demolisher ( in large numbers) could cause this. I know it was fixed for the scale at which i"m playing but when i see "particule update" again, i'm always thinking demolishers.
I don't recall that impacting particle time, but that was 120275, which was fixed in 2.0.33. (Granted, that's still experimental, so it may help a bit in this case if he's not on that channel.)
Interesting report, I used the command to annihilate enemies in Vulcanus and there was no change in UPS. If the update does not improve this, I will raise another bug report.
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Re: How can I reduce particle update

Post by mmmPI »

spiral_power wrote: Sat Feb 01, 2025 6:22 am I wonder why the value is so high without showing demolishers.
At the time it was a bug. There are also pathological cases, you have a very large map, but most of the demolisher in the middle are dead already, which is not the worst case. I dont know why demolisher generate particles, or if it's still the case.

Jap2.0 wrote: Sat Feb 01, 2025 6:00 pm I don't recall that impacting particle time, but that was 120275, which was fixed in 2.0.33. (Granted, that's still experimental, so it may help a bit in this case if he's not on that channel.)
I can't find where i reported it but it was another thing, what you link seem more recent. Although when reading the later post that even without demolisher the particles are still representing roughly the same amount of time, i suppose it would be those in space.
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Re: How can I reduce particle update

Post by Jap2.0 »

mmmPI wrote: Sun Feb 02, 2025 1:36 am
Jap2.0 wrote: Sat Feb 01, 2025 6:00 pm I don't recall that impacting particle time, but that was 120275, which was fixed in 2.0.33. (Granted, that's still experimental, so it may help a bit in this case if he's not on that channel.)
I can't find where i reported it but it was another thing, what you link seem more recent. Although when reading the later post that even without demolisher the particles are still representing roughly the same amount of time, i suppose it would be those in space.
Entirely possible, I don't see anything on the forum (other than this thread) for a search of "demolisher particle" though.
spiral_power wrote: Sat Feb 01, 2025 8:27 pm
Jap2.0 wrote: Sat Feb 01, 2025 6:00 pm I don't recall that impacting particle time, but that was 120275, which was fixed in 2.0.33. (Granted, that's still experimental, so it may help a bit in this case if he's not on that channel.)
Interesting report, I used the command to annihilate enemies in Vulcanus and there was no change in UPS. If the update does not improve this, I will raise another bug report.
That did reduce the time spent on demolishers (SegmentedUnit) by about 0.85ms/tick, but it doesn't look like they were a huge problem for you.
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Re: How can I reduce particle update

Post by spiral_power »

Jap2.0 wrote: Sun Feb 02, 2025 2:32 am
spiral_power wrote: Sat Feb 01, 2025 8:27 pm
Jap2.0 wrote: Sat Feb 01, 2025 6:00 pm I don't recall that impacting particle time, but that was 120275, which was fixed in 2.0.33. (Granted, that's still experimental, so it may help a bit in this case if he's not on that channel.)
Interesting report, I used the command to annihilate enemies in Vulcanus and there was no change in UPS. If the update does not improve this, I will raise another bug report.
That did reduce the time spent on demolishers (SegmentedUnit) by about 0.85ms/tick, but it doesn't look like they were a huge problem for you.
Maybe the time decrease is because it's right after loading the game; if we compare before-after, the numbers are almost the same.
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Re: How can I reduce particle update

Post by mmmPI »

Jap2.0 wrote: Sun Feb 02, 2025 2:32 am Entirely possible, I don't see anything on the forum (other than this thread) for a search of "demolisher particle" though.
I tried to search too but couldn't find it, nor in the discord, i do remember it lasted only during 1 version, and i posted screenshot of the time usage of the same savegame on the steam and non-steam version, one being a version newer than the other, but i didn't realized it was the demolisher until it was fixed. I "learned" from this that demolisher emited particles, although not as much usually as they did in that particular update.
Jap2.0 wrote: Sun Feb 02, 2025 2:32 am That did reduce the time spent on demolishers (SegmentedUnit) by about 0.85ms/tick, but it doesn't look like they were a huge problem for you.
I was expecting particle time to also be impacted too but it seem very underwhelming.

@OP Maybe the particle time can be best optimized by the shape of the ship, ( if the hypothesis that it comes from asteroids/space platform is correct ), then maybe an horizontal ship would be more efficient than a vertical one, as the asteroids seem to fade/disappear when the ship is past them. That would (maybe) make a situation where the only existing asteroid debris are those in front of the ship, and potentially usefull, and not long trails on each sides of debris simulated 'until they disappear' vs 'until they are collected'.
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