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Determining source of performance issues

Posted: Sun Oct 15, 2017 4:16 am
by usafphoenix
Where do I go to determine the cause of a UPS drop in a new game with a mod that has a performance lag spike when holding certain items (60fps -> 17fps on a top of the line computer). occurs with dark utilities mod and i'm trying to help discover the source/cause of lag spikes when holding certain items, or hovering over certain items. Is there a debug menu that can show what process/thread/function is using up the most in terms of clock cycles or processing?, because if i can determine where the game is *suddenly* spending lots of processing time in when these specific items are held with darkstar utilities installed i can help make the mod better,

I have tried removing MOST items, technology and control.lua code from the mod----with no effect. So there is SOMETHING happening and i'm at a loss for where to look next, i've tried removing most of the stuff the mod adds than reversing the selection to try and utilize process of elimination to narrow it down, but it hasn't seemed to help at all

Re: Determining source of performance issues

Posted: Sun Oct 15, 2017 4:52 am
by Nexela
That mod has electric poles with silly high ranges. This is causing the slowdown you see due to the amount of time it takes to process all the entities in its range(s)

Re: Determining source of performance issues

Posted: Sun Oct 15, 2017 7:17 am
by usafphoenix
THANKS! Alright, so i'm going to remove the poles, the crazy-ranged beacon and roboport, and one or two other items by inserting startup-config options to disable them and and see if that fixes or improves it.
May go the full configurability route and make everything disable-able :3