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The only issue they should address in QoL2?


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15 hours ago, RonEmpire said:

The game gets really bad over time, and its not related to increase dupe count or critters count.  I keep my critters all wild.
I really can't understand what the issue is -  it just gets really bad  fps and lags - and the only thing I can think of is the actual reports accumulating or a possible memory leak of some sort that impacts performance.

 

sadly, it is not reports (much).  I used the mod someone posted to not save reports and now at 300 cycle base and still have the bad lock-ups at start of cycles.

Prior to posting this topic, I've taken every possible step to reduce the amount of calculations: from limited excavations, to making only a single path to all destinations, to storing a single element per compactor, to having only 12 dupes per base. I've also upgraded my CPU+MB+RAM considerably.

I've gone above and beyond my duty as a player. I feel like I've done my part. Now it's time for Klei to do theirs. I've never even reached cycle 1000 because I just can't be bothered with all the lag. Hopefully this will change with QoL2, because it would be a shame if I had to stop enjoying ONI just because the code is cumbersome. I'd take simplified calculations any day over lag.

1 hour ago, avc15 said:

This is absolutely true but it's another reentrance and/or (at least) syncing problem the same as multithreading.

We got 2 new threads with major tasks put onto their own cores in the newest unstable branch but most people haven't seen it do work yet because of debugging. And there's no indication yet whether they have plans for additional threads.

Let's see how it plays when this version goes into live. For me, it seems like a huge improvement.

I agree - I was going to go on about the delicate nature of syncing gpu data with application data - the whole issue of switching back and forth from gpu to ram, any vector data, and so on, it could be polled from gpu memory, stored and updated there, but it would require reworking part of the simulation engine to accomodate for the remote data latency. And be highly variable considering the swath of GPU architectures out there and their various caveats.

33 minutes ago, The Plum Gate said:

I agree - I was going to go on about the delicate nature of syncing gpu data with application data - the whole issue of switching back and forth from gpu to ram, any vector data, and so on, it could be polled from gpu memory, stored and updated there, but it would require reworking part of the simulation engine to accomodate for the remote data latency. And be highly variable considering the swath of GPU architectures out there and their various caveats.

i'd love to see a replace for liquid lock, it's such a hassle to build this thing i'd rather spend some power on some sort of chamber to keep gas separated

when experimenting, I found out cutting pathing of dupes improve fps EVEN WHEN PAUSING, this makes me suspect the game is constantly calculating the pathing and jobs they can do even when the simulation is not running, there's a lot of room for optimizations there.

26 minutes ago, bountygiver said:

when experimenting, I found out cutting pathing of dupes improve fps EVEN WHEN PAUSING, this makes me suspect the game is constantly calculating the pathing and jobs they can do even when the simulation is not running, there's a lot of room for optimizations there.

This is at least partially true. When the game is paused and you issue new orders, it will detect 1) if the build is reachable, 2) if there are materials for the build that are reachable, and 3) which dupes, if any, can reach the build.  I haven't been able to verify if any other calculations are going on, but all three of those involve pathfinding.

 

2 hours ago, Lawnmower Man said:

Just out of curiosity: how many of you bad laggers use the map bookmarks? (CTRL-#, SHIFT-#)

I was wondering how to bind those bookmarks...

Say, wasn't there a hotkey to drop the UI into screenshot mode, iI can't remember what that was.

4 hours ago, cblack said:

I use bookmarks, as it's the only way to move around the map quickly.  It becomes even more important when things get laggy and dragging just causes the framerate to plummet even further.

When I started using them, my FPS dropped pretty dramatically.  Then I thought I had made a mistake by using them, so I moved to a dark corner of the map and bound them all there.  Could you try doing something like that and see if you notice a perf difference?

If so, my theory is that the game does more "full" calculations wherever there's a bookmark, because it assumes you will hop over there quickly, but does "shortcut" calculations in the areas you aren't looking.  Reports about bunker door speed suggest this really happens.  Apparently, ONI is stuck in a huge quantum superposition, and it needs to be continuously observed to collapse it to real events.

7 hours ago, Lawnmower Man said:

Could you try doing something like that and see if you notice a perf difference?

In the process of testing this now.  Things are honestly so bad right now that the only way I can reliably launch a rocket via my automation is to set the game into "slow" speed, otherwise the timing gets so off that it usually won't even launch due to bunker doors being closed when they should be open.

All my rockets are on some deep space missions, but I'll see if this improves things after they get back and I can launch them again.

Still, we're in a preview branch - those of you complaining, have you tried without debugging enabled?

I don't think it's even officially supported. So, are you willing to try again when the update releases, and then discuss it again?

5 hours ago, avc15 said:

Still, we're in a preview branch - those of you complaining, have you tried without debugging enabled?

I don't think it's even officially supported. So, are you willing to try again when the update releases, and then discuss it again?

Preview branch isn't available till next week.

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