[2.0.15] Projectile performance issue

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yuu6883dev
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[2.0.15] Projectile performance issue

Post by yuu6883dev »

I want to take my beeg ship to the shattered planet but the CPU is not letting me go, I had to turn back at 1M, before the even bigger spike of huge Promethium asteroids.
image (32).png
image (32).png (6.67 MiB) Viewed 4053 times
image (33).png
image (33).png (6.55 MiB) Viewed 4053 times
It seems that the Projectile and Turret class is taking a very long time to calculate. (?) I wonder what the current algorithm is and if there is room for optimization. My CPU is not too ancient - 5800x (no 3D vcache).

No mods besides milestone and built-in Space Age mods.
Save file: https://drive.google.com/file/d/16PdF_4 ... drive_link
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factorio-current.log
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Rseding91
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Re: [2.0.15] Projectile performance issue

Post by Rseding91 »

You are not meant to reach the shattered planet as it’s not actually there to visit. The entire purpose is to collect promethium asteroid chunks and craft science. Even if you got there, there is no planet to land on and nothing to see.
If you want to get ahold of me I'm almost always on Discord.
yuu6883dev
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Re: [2.0.15] Projectile performance issue

Post by yuu6883dev »

I understand the endgame goal but from just the performance standpoint this might impact the scalability of promethium collection, if the turrets performance are not ideal. Suppose I have 20 ships like this and even if I drive slowly and get enough chunks stored, all the turrets would have huge impact on frame time that might exceed everything else combined in the game. I will see when I get to that much production since everything else is fairly optimized.
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