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[0.10.6] Large number of roboports causes overlay to lag

Posted: Sun Aug 10, 2014 3:34 pm
by Rseding91
I've got a large number of roboports in my main savegame (30+) and when I mouse over one of them while moderately zoomed out it drops the FPS/TPS from a solid 60 to 24~.

It's not a game-ending issue but if something could be done about it that would be great. I'll often be running through my base and the mouse runs over one of the roboports slowing it way down until I pass it.

Savegame: https://www.dropbox.com/s/pqmkqpk5zj5hca2/Mods-b.zip
Mods used: https://www.dropbox.com/s/bxg8sbao1vmxskc/mods.zip

Re: [0.10.6] Large number of roboports causes overlay to lag

Posted: Mon Aug 11, 2014 6:49 am
by kovarex
We have a plan to solve it (the game wouldn't draw all connections, that is n^2 of lines in some cases, but it would make triangulation of it instead)

Re: [0.10.6] Large number of roboports causes overlay to lag

Posted: Mon Aug 11, 2014 6:54 am
by Rseding91
kovarex wrote:We have a plan to solve it (the game wouldn't draw all connections, that is n^2 of lines in some cases, but it would make triangulation of it instead)

Sweet :) looking forward to it.

Re: [0.10.6] Large number of roboports causes overlay to lag

Posted: Mon Aug 11, 2014 6:57 am
by slpwnd
As kovarex mentioned this is something that is relatively high on our TODO list. Therefore putting this to known issues.

Re: [0.10.6] Large number of roboports causes overlay to lag

Posted: Sun Sep 07, 2014 3:01 am
by Rseding91
After looking into this more it's a 3 fold problem:
  • The connections drawn between roboports
  • The orange radius indication around roboports
  • The blue selection of logistics containers within the logistics network
Removing any one of those from the render process and performance increases by 1/3rd. Removing a second and it goes up to 2/3rds. Removing all 3 and there's no slowdown (obviously). So, it's not just the lines drawn between the roboports.