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1 minute ago, Oozinator said:

You can paint unused areas with neutronium, to take it out of calculation.
Optimize your pathing, reduce critters.
Store one singe material in one storage locker(best in vacuum)..

Why i have to optimize when the game is not using my PC at full capacity?

1 minute ago, Oozinator said:

Try what i told you (seperate mat per storage conti)
I painted blue, where you could place doors, to control traffic (forbidden passing both directions)
Let dupes pass by your most decorated areas..path.thumb.PNG.8b1374b4d88ab05d06589acd298fccc3.PNG

I am asking about hardware, it is a general problem of the game, it does not use the full capacity of the computer, it is not my PC?

1 minute ago, hectorzx said:

I am asking about hardware, it is a general problem of the game, it does not use the full capacity of the computer, it is not my PC?

Nope, not your PC :)
Sort out your storage contis and organize pathing, works wonders ;)
Jetpacks are "very performance intense"

29 minutes ago, Oozinator said:

Nope, not your PC :)
Sort out your storage contis and organize pathing, works wonders ;)
Jetpacks are "very performance intense"

I do not have any jetpack.

It is gonna be very hard and tedious to optimize pathfinding on my base, so game over at cycle 850 with a I7 ¬¬ :(.
image.thumb.png.22ab58430b7ef2e153028e815b1be262.png

13 minutes ago, hectorzx said:

I do not have any jetpack.

It is gonna be very hard and tedious to optimize pathfinding on my base, so game over at cycle 850 with a I7 ¬¬ :(.
image.thumb.png.22ab58430b7ef2e153028e815b1be262.png

Try it, not really problematic and every step brings back a bit performance.
Your decision ^^

14 minutes ago, Oozinator said:

Try it, not really problematic and every step brings back a bit performance.
Your decision ^^

Each storage contained only contains 1 material per container now, 0 improvement,
It is funny, i have search for performance improvement and found this : 

 

Where you say:
           -make sure each storage contained only contains 1 material per container.
"That gives me no really FPS boost, i have to lock them down, to get perhaps 3-5 FPS back, in lategame", xDDD

Just now, hectorzx said:

could you upload a save game that you have, and tell me your  FPS, to compare?

Upload yours, then i give it a try.
My base with actual version is not really big enough.
I avoided ranching / farming and played only with full fossil fuel three oil wells and three slush geysers, close by. ^^

2 minutes ago, Oozinator said:

Upload yours, then i give it a try.
My base with actual version is not really big enough.
I avoided ranching / farming and played only with full fossil fuel three oil wells and three slush geysers, close by. ^^

Test.sav
~30 FPS on normal speed
~20 FPS on x3

Maybe game over with your kind of base-design, with an i7. But keep in mind, its a very old i7. And i7 ist just a marketing name. Every generation has some i7 CPUs. The haswell architecture is from 2013. Thats 7 years, and its not state of the art anymore. Even a modern i3 can beat your i7

12 minutes ago, hectorzx said:

Test.sav
~30 FPS on normal speed
~20 FPS on x3

Similar here, but after first killwave, increasing..
Kill critters, wait till debris is stored,opt paths(!) kill four-six dupes.
You run much unneeded stuff ^^
With every bit of automation load / save time increases..
You can do it the "babba" way and "paint" neutronium over unused areas..

6 minutes ago, SharraShimada said:

Maybe game over with your kind of base-design, with an i7. But keep in mind, its a very old i7. And i7 ist just a marketing name. Every generation has some i7 CPUs. The haswell architecture is from 2013. Thats 7 years, and its not state of the art anymore. Even a modern i3 can beat your i7
 

https://www.cpubenchmark.net/singleThread.html
https://www.cpubenchmark.net/high_end_cpus.html

Not even close

3 minutes ago, Oozinator said:

Similar here, but after first killwave, increasing..
Kill critters, wait till debris is stored,opt paths(!) kill four-six dupes.
You run much unneeded stuff ^^
With every bit of automation load / save time increases..
You can do it the "babba" way and "paint" neutronium over unused areas..

What CPU do you have? it is at 100%?

4 minutes ago, Oozinator said:

Come on, every potato should run a 2D game ^^

"What CPU do you have? it is at 100%? "
@hectorzx
Nah never, max around 45%-60% one core, others lower.
 

speck.PNG


From https://www.cpubenchmark.net:

All cores:

Intel Core i7-4790K @ 4.00GHz 11,174

Intel Core i5-2500K @ 3.30GHz  6,478

Single core:

Intel Core i7-4790K @ 4.00GHz    2,530

Intel Core i5-2500K @ 3.30GHz    1,897

We get the same FPS, the CPU is not the problem?, wtf is wrong with this game?

Am i dumb to think the cache (*size*) and thus implicitly also RAM (*speed/*transacations) to be the primary bottlenecks?
Don't get confused, it's not a RAM *size* nor a cache *speed* issue. Just consider the following;

Just add up all the information you need to store per tile in terms of bytes, multiply with the map dimensions (256*384), marvel at how even the most basic estimates results in amount of data that blows most CPU L3 caches out. This is information that needs to be processed many times a second. Continuously being fetched from RAM (stores are not the problem, only reads) to populate cache -- even WITH SIMD extensions (whether that uses cache or not). Unless they find ingenious methods of packing this data into something that is extremely compact then the speed is going to be pretty much limited to RAM reading speed and cache size (read access patterns). And still we haven't taken the debris lists, pipe lists and other misc items into consideration. 

17 minutes ago, hectorzx said:


We get the same FPS, the CPU is not the problem?, wtf is wrong with this game?

Nothing is wrong. Its jus not optimized yet, because its in early access, and way from finished. You did not bought a retail game at all.

And on the other hand, it depends on the load you are creating. As other told you already, too many possible paths to reach a certain destination causes stress to engine. Everything you do (or let your dupes do) will cause load on your cpu. And if there are too many choices how to do a job, multiply the load. Keep paths simple is the best advice for now.

16 minutes ago, nets said:

Am i dumb to think the cache (*size*) and thus implicitly also RAM (*speed/*transacations) to be the primary bottlenecks?
Don't get confused, it's not a RAM *size* nor a cache *speed* issue. Just consider the following;

Just add up all the information you need to store per tile in terms of bytes, multiply with the map dimensions (256*384), marvel at how even the most basic estimates results in amount of data that blows most CPU L3 caches out. This is information that needs to be processed many times a second. Continuously being fetched from RAM (stores are not the problem, only reads) to populate cache -- even WITH SIMD extensions (whether that uses cache or not). Unless they find ingenious methods of packing this data into something that is extremely compact then the speed is going to be pretty much limited to RAM reading speed and cache size (read access patterns). And still we haven't taken the debris lists, pipe lists and other misc items into consideration. 

Thank you, I thought it would be something like that, since neither the ram nor the cpu makes a bottleneck, it's very strange that nobody or the developers have said anything about it. They could limit the calculations or have them done less often. Limit the performance of a game for that reasons makes that improving the PC,you will get so little more performance.

2 hours ago, hectorzx said:

I am asking about hardware, it is a general problem of the game, it does not use the full capacity of the computer, it is not my PC?

Much of ONI is single-threaded, which means that any modern processor with multiple cores will show less than 100% CPU use.  Pathing was recently updated to be multi-threaded, which improved ONI performance significantly, but there's a HUGE amount of calculations that go on other than pathing. 

Heat transfer and gas movements are two big ones and some small changes to your base development can reduce their impact.

  • Put only a single material type in most storage containers.  When new material of a single type is added, their heat is merged, much like putting liquids in a reservoir.  If a container has multiple materials, however, then heat calculations run not only for the container with the environment, but with each little bit of material inside.
  • Cleaning materials off the floor can also help, especially in large open areas that have been dug out, for the reasons outlined above.
  • Limit the number of gasses in a given room, or limit the area of a room with a gas.   Having an open-plan base is just fine.  Having an open-plan base with oxygen, polluted oxygen, hydrogen, carbon dioxide, natural gas, and chlorine all floating around will cause performance issues.  By mid-game, I generally set up my base so that I can remove any gasses other than oxygen and store (or use) them.

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