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[BETA] Fast Track - Performance Mod for Oxygen Not Included


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16 hours ago, Peter Han said:

It may be worth another try as quite a bit has changed since then, but since I do not have this version to test on I would not be surprised if it still fails.

Ooh, it works now!  Or at least, it doesn't crash.  Is there some easy way I can "check" to see if it is running (other than waiting for my new game to get to turn 1000 and see if it is still playable)?  For example, is there some in-game visible or testable feature?

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First of all, thanks for the great mod.

I have noticed that the "Radical Trip" achievement does not progress while using the mod. Temporarily disabling the mod allowed me to complete the achievement. I'm not sure which setting could be causing this, but I thought I'd give you a heads up, in case you want to add a warning to that setting, like the ones you have for various other ones.

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Recent conversations with other modders have called into question the actual performance gains of the "Use Mesh Renderers" option in Fast Track. As it is likely to be hardware dependent, I would like to collect more data points on the efficiency gains or losses from this option.

Can some Fast Track users with late game colonies run a test under the same view and other conditions with this option both enabled and disabled (requires restart to take effect) so that I can better understand the impact of mesh renderers on a wider variety of devices? Please include your resulting frame rate for both cases, colony size/cycle count, general hardware specs, and game speed used for testing (attaching your colony save would also help if possible). Thanks for your help!

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16 hours ago, imazined said:

Does the current version work with the Feb23QOL Update?

Okay, it turns out my last post was literally true, but a bit dishonest: it looks like the hotfix that was pushed today (545357) broke compatibility with Fast Track.

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1 hour ago, Xirema said:

Okay, it turns out my last post was literally true, but a bit dishonest: it looks like the hotfix that was pushed today (545357) broke compatibility with Fast Track.

The hotfix that fixes a couple of string issues? Fascinating ...

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I also had compatibility problems after the new hotfix (545357). I had to set AllocOpts to false in the config file. And now everything is OK.
I could not play last night and I was very-very sad. I think I am an ONI-addict. :)

Edit: Still not working. Still very sad :(.

Edited by NunuDino
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On 2/28/2023 at 2:38 PM, Peter Han said:

Recent conversations with other modders have called into question the actual performance gains of the "Use Mesh Renderers" option in Fast Track. As it is likely to be hardware dependent, I would like to collect more data points on the efficiency gains or losses from this option.

Can some Fast Track users with late game colonies run a test under the same view and other conditions with this option both enabled and disabled (requires restart to take effect) so that I can better understand the impact of mesh renderers on a wider variety of devices? Please include your resulting frame rate for both cases, colony size/cycle count, general hardware specs, and game speed used for testing (attaching your colony save would also help if possible). Thanks for your help!

I use further zoom out mod and after disabling the Mesh Renders, zoom in and out, and moving camera is a lot smoother. I could notice fake gases when I move camera before and its gone. My colony is 72 dupes with 3200cycles.

I should test for the middle option to, which only disables for moving entities.

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6 hours ago, juni3227 said:

I use further zoom out mod and after disabling the Mesh Renders, zoom in and out, and moving camera is a lot smoother. I could notice fake gases when I move camera before and its gone. My colony is 72 dupes with 3200cycles.

I should test for the middle option to, which only disables for moving entities.

What are your hardware specs?

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On 2/28/2023 at 2:38 AM, Peter Han said:

Can some Fast Track users with late game colonies run a test under the same view and other conditions with this option both enabled and disabled (requires restart to take effect) so that I can better understand the impact of mesh renderers on a wider variety of devices?

With limited testing i think there is no advantage if any. 11690+ cycle colony, base game, 512x512 map, 44 dupes. around 33 FPS both settings.

All:

All.png.1bcac8c1f2b669707b06152b21a62483.png

None:

None.png.5221cb10afd00300e893fc1b229d4d7d.png

Ryzen 5900x, 32GB DDR4 3600 Mt/s, RX 5700 XT.

 

Though the stuttering seemed to be slightly more frequent at the "none" stage, but with shorter lapses.

Edited by melquiades
A single number edit right after posting and i have to write this....
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Fast Track 0.10.9 has been released (for a few days, but I neglected to write a changelog). This change brings the mod up to date with the latest hotfix, and makes a few more small adjustments in Chore Optimizations to closer match vanilla chore priorities.

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Can the conveyor rail calculations be upgraded/optimized? Or can it be made to run in a background thread? 

 

When a piece is built, the game freezes for a sec, when many pieces are built, the game freezes that many secs. I can hardly do anything when my duplicants are working on a new line. 

 

Rail system is the key and vital element for my late game colony. 

 

I have Amd Ryzen 5500 CPU with 64GB 3200Mhz RAM. I bought this new config only for ONI. 

 

I do not have freezes with electric wires, gas pipes or liquid pipes. Without rail construction, my average FPS at normal speed is around 30.

 

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1 hour ago, NunuDino said:

Can the conveyor rail calculations be upgraded/optimized? Or can it be made to run in a background thread? 

 

When a piece is built, the game freezes for a sec, when many pieces are built, the game freezes that many secs. I can hardly do anything when my duplicants are working on a new line. 

 

Rail system is the key and vital element for my late game colony. 

 

I have Amd Ryzen 5500 CPU with 64GB 3200Mhz RAM. I bought this new config only for ONI. 

 

I do not have freezes with electric wires, gas pipes or liquid pipes. Without rail construction, my average FPS at normal speed is around 30.

 

Smart Conduit Rebuild has been on the Fast Track to do list for a long time which makes conduit network rebuilds run up to 100x (yes, 100x!) faster, but it is extremely difficult to get right. This is pretty much the last feature remaining before a Steam release, but I have unfortunately had very little free time recently.

Edited by Peter Han
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So we can count on you! ;-)

 

My main asteroid will be my testing field if you release the Smart Conduit Rebuild update. I have thousands of conveyor element, and there will be many-many more. 

Until than I will be patient when I have to build a new line.

I learned programing many years ago, so I know how difficult it can be.

By the way I made a quick test for Use Mesh Renderers option. Using only the FPS meter of Steam, I didn't saw any difference when I turned it off. 

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On 2/28/2023 at 6:38 AM, Peter Han said:

Recent conversations with other modders have called into question the actual performance gains of the "Use Mesh Renderers" option in Fast Track. As it is likely to be hardware dependent, I would like to collect more data points on the efficiency gains or losses from this option.

Can some Fast Track users with late game colonies run a test under the same view and other conditions with this option both enabled and disabled (requires restart to take effect) so that I can better understand the impact of mesh renderers on a wider variety of devices? Please include your resulting frame rate for both cases, colony size/cycle count, general hardware specs, and game speed used for testing (attaching your colony save would also help if possible). Thanks for your help!

Can't give you a framerate, because it differs. But I had some issue with some micro lags. Like a garbage collection that runs a few frames. After disabling mesh renderers it stopped being an issues. RTX 3080, 32GB DDR5 RAM, i9-13900KF

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11 hours ago, imazined said:

不能给你一个帧率,因为它不同。但是我遇到了一些微滞后的问题。就像运行几帧的垃圾回收一样。禁用网格渲染器后,它不再是一个问题。RTX 3080、32GB DDR5 内存、i9-13900KF

Is this the problem? This happens to my AMD 5600X as well. The number of frames suddenly dropped from 120 to more than 30 frames and then came back immediately. This problem will occur every few tens of seconds. When FastTrack is not used, this situation will change from tens of seconds to a few seconds.

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The new update (550759) crashes with Fast Track:

LOG:

Exception while loading mod PeterHan.FastTrack at C:/Users/NünüDínó/Documents/Klei/OxygenNotIncluded/mods/Local/FastTrack.
System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
  at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0
  at PeterHan.PLib.Database.PLocalization.Register (System.Reflection.Assembly assembly) [0x00010] in <e4d362d5dcc1498b8f50369b1212a240>:0
  at PeterHan.FastTrack.FastTrackMod.OnLoad (HarmonyLib.Harmony harmony) [0x0003c] in <e4d362d5dcc1498b8f50369b1212a240>:0
  at KMod.DLLLoader.LoadDLLs (KMod.Mod ownerMod, System.String harmonyId, System.String path, System.Boolean isDev) [0x00222] in <187e1bcdf4c948ba9c868da763cc778d>:0

  at UnityEngine.Debug.LogError (System.Object message, UnityEngine.Object context) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0
  at Debug.LogError (System.Object obj, UnityEngine.Object context) [0x00000] in <d35824e72985464e85149179dd14d71e>:0
  at DebugUtil.LogErrorArgs (UnityEngine.Object context, System.Object[] objs) [0x00000] in <d35824e72985464e85149179dd14d71e>:0
  at DebugUtil.LogException (UnityEngine.Object context, System.String errorMessage, System.Exception e) [0x00000] in <d35824e72985464e85149179dd14d71e>:0
  at KMod.DLLLoader.LoadDLLs (KMod.Mod ownerMod, System.String harmonyId, System.String path, System.Boolean isDev) [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0
  at KMod.Mod.Load (KMod.Content content) [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0
  at KMod.Manager.Load (KMod.Content content) [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0
  at Global.Awake () [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0
  at UnityEngine.Object.Internal_InstantiateSingleWithParent_Injected (UnityEngine.Object data, UnityEngine.Transform parent, UnityEngine.Vector3& pos, UnityEngine.Quaternion& rot) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0
  at UnityEngine.Object.Internal_InstantiateSingleWithParent (UnityEngine.Object data, UnityEngine.Transform parent, UnityEngine.Vector3 pos, UnityEngine.Quaternion rot) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0
  at UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Transform parent) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0
  at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Transform parent) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0
  at Util.KInstantiate (UnityEngine.GameObject original, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.GameObject parent, System.String name, System.Boolean initialize_id, System.Int32 gameLayer) [0x00000] in <d35824e72985464e85149179dd14d71e>:0
  at Util.KInstantiate (UnityEngine.GameObject original, UnityEngine.GameObject parent, System.String name) [0x00000] in <d35824e72985464e85149179dd14d71e>:0
  at LaunchInitializer.Update () [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0
Build: U46-550759-S

 

 

 

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