Jump to content

Mine everything challenge


Recommended Posts

1 hour ago, Segato said:

How do you do to pump ALL the gas from a room and make it Void? There is a point each cell have 1g gas.

Another way to make a vacuumed room is to fill the whole room with tiles then hollow it out from the inside. Use a water-lock when you're hollowing out so you don't introduce new gas.

2 hours ago, brummbar7 said:

Has anyone ever tried just filling all those spaces with blocks?  You'd still have temperature exchange, but not movement.  Might still help the lag some?

I've tried that some time ago, but didn't help that much: (dug up all "green" biomes and collected all chorine)

Spoiler

457140_20170621193531_1.thumb.png.9aa363f43a3cb2aa4178a0bdeb661e75.png

On 17/10/2017 at 3:20 AM, Erasmus Crowley said:

1) Manage your storage with a long term focus. A storage box in a gas environment that contains 15 different types of material has to do 16 calculations per simulation tick (1 for each material to interact with the box itself, and one for the box to interact with the environment). Forty of those (which I easily got to fairly quickly), will cause a total of at least 640 temperature calculations per frame. Most people end up with FAR more than just forty storage boxes

Thanks for the tip! Btw, what do you use to peek trough the game code? I can't remember the program I used once to open certain game files before my previous pc died.

1 hour ago, Octyabr said:

I've tried that some time ago, but didn't help that much: (dug up all "green" biomes and collected all chorine)

  Reveal hidden contents

457140_20170621193531_1.thumb.png.9aa363f43a3cb2aa4178a0bdeb661e75.png

Thanks for the tip! Btw, what do you use to peek trough the game code? I can't remember the program I used once to open certain game files before my previous pc died.

I haven't looked too much into ONI's code. You can use something like ILSpy to look at the C# half or if, but for performance reasons a lot of the actual temp simulation is written in c++. You would have to use a dissassembler and spend a lot of time trying to make sense of the resulting assembly code, which is incredibly time consuming and not at all easy.

However, I've also been a Unity dev for a few years, and ONI is built in Unity, so I'm making some informed guesses about how things work.

6 hours ago, Erasmus Crowley said:

I haven't looked too much into ONI's code. You can use something like ILSpy [Oh! thanks! that the name of it! tried to no avail to remember it] to look at the C# half or if, but for performance reasons a lot of the actual temp simulation is written in c++.[Ugh!] You would have to use a dissassembler and spend a lot of time trying to make sense of the resulting assembly code, which is incredibly time consuming and not at all easy. [Yep, tried that once, not funny]

However, I've also been a Unity dev for a few years, and ONI is built in Unity, so I'm making some informed guesses about how things work.

Oh, I've found ya on twitta m8! Nice work, very Portal looking.

Regarding performance I want to think that the actual simulation algorithms are kind of placeholder algorithms (not efficient but actually gets the job done). And latter will properly revised (I have faith in you Klei). I even have some (very rough) ideas I'd like to test when they add mod support.

Turning the entire map into a vacuum does not speed up the game in any noticeable manner. Interesting tips about having one material per storage container though. After turning 90% of the map into a vacuum (which did nothing to cpu load) I removed all the fridge and storage containers. This may a very large difference in speed. (2 FPS up to about 15 FPS). The next biggest impact was to remove all my nat gas generators and associated piping. Finally, removing dupes had a small effect. Here is a video of my experiements:  https://www.youtube.com/watch?v=j2MIC3EVRQM

 

I read in another post that someone found that the update to the text display for the materials was causing a lot of lag. I guess they decompiled or profiled the code in some way. The game does not use more than one cpu core which is a huge waste of compute power. Many new cpus have 6-18 cores. Also the GPU is not really used much but could have calculations offloaded to it.

 

4 hours ago, GrindThisGame said:

Turning the entire map into a vacuum does not speed up the game in any noticeable manner. Interesting tips about having one material per storage container though. After turning 90% of the map into a vacuum (which did nothing to cpu load) I removed all the fridge and storage containers. This may a very large difference in speed. (2 FPS up to about 15 FPS). The next biggest impact was to remove all my nat gas generators and associated piping. Finally, removing dupes had a small effect. Here is a video of my experiements:  https://www.youtube.com/watch?v=j2MIC3EVRQM

 

I read in another post that someone found that the update to the text display for the materials was causing a lot of lag. I guess they decompiled or profiled the code in some way. The game does not use more than one cpu core which is a huge waste of compute power. Many new cpus have 6-18 cores. Also the GPU is not really used much but could have calculations offloaded to it.

 

I was the one who talked about the material text display. That was just a hypothetical to illustrate how unpredictable optimization can be. I have no evidence that is actually a problem.

On 23.10.2017 at 9:33 PM, GrindThisGame said:

That LAG was very very bad near the end.

I like ONI very much, but lategame is to much "breakdance" for me. I don't understand, how you have fun with 1 FPS.
I really hope they improve performance. They update new stuff into, but what is the target of the game, when building big bases, causes massive lag?
 

8 hours ago, Cilya said:

My game consumes cpu power on four cores currently. How do you know it only uses one ?

my old i5 4460 say so, its using 50% all the time, when the game eat 10GB ram+, read on ark intel database my processor 4 cores and 4 thread. why the game not using all my four core, and alt tabbing the game its so fast seamlessly,  opening multiple task or exclusively just open ONI. Other game say different, lets play PUBG, Battlefield or any heavy game, alt tab the game is kind bog the computer (small stutter lag)

iam not expert computer software/hardware, i can say the game not fully optimize, there a lot problem with the game mechanism where you using 4x speed 5~15 FPS, dupe forgot to eat, using bathroom etc..
proccess.jpg.418d6a1ebb57adbb3c22e5c119150055.jpg

so it does use only one processor core but thanks to hyperthreading they split the burden on their core

Intel® Hyper-Threading Technology (Intel® HT Technology) uses processor resources more efficiently, enabling multiple threads to run on each core. As a performance feature, it also increases processor throughput, improving overall performance on threaded software.

you can correct my if im wrong :D

18 minutes ago, Botaxalim said:

proccess.jpg.418d6a1ebb57adbb3c22e5c119150055.jpg

It's true that it's not using all the four cores at full capacity. Usually, no process can. One essential problem with parallelization is the synchronization. You want your code to execute in parallel on several cores. But you also want the results of these executions to be gathered at some point, to make usage of these computations. We call this "synchronization". In a game, you usually need synchronizations several times per seconds.

You noticed one very visible manifestation of a synchronization in the game : the IA. The IA decisions seems to be computed in parallel of the game simulation. When the IA computation is completed, there is a synchronization with the simulation and you see a dupe changing its animation: a new task have been given to this dupe, his animation state reflects this change.

The problem is that when you try to parallelize a process too much, the tasks are spending more time in a "waiting for synchronization" state than computing something. This is why, it's almost never the case that all your cores are used at 100% simultaneously. The problem can in fact be so important that some process can run slower when dispatched on too many cores.

To see if Oxygen Not Included is running on several core, you can't use the tab process like that. In your windows task manager, you can toggle a view where you see the curves of core loading for all your 4 physical or 8 logical cores separately. This will tell you if the cores are using simultaneously or not. On my computer, it's using the 4 cores but not much more than 50%-60% of each core.

 

32 minutes ago, Botaxalim said:

Intel® Hyper-Threading Technology (Intel® HT Technology) uses processor resources more efficiently, enabling multiple threads to run on each core. As a performance feature, it also increases processor throughput, improving overall performance on threaded software.

Intel hyperthreading is useful for highly parallel processes (or when there are a lot of processes running together) but cannot do anything if you are running one process which have not been parallelized at all.

6 hours ago, Townkill said:

idk  game doesn't run too bad for me without any special tricks, other than running at 2x instead of 3x.  ive  dug out 99.5% of my map, i kinda dont see why it takes people so long

20171026052202_1.thumb.jpg.924ea10f3603954f8101033acd8e26f8.jpg20171026052221_1.thumb.jpg.257e51b6aa4c2b6f6f48178dbd434137.jpg

Where are you storing all that material? Did you just let it drop on the ground?

8 hours ago, Erasmus Crowley said:

Where are you storing all that material? Did you just let it drop on the ground?

performance does get kinda ****ty without sweeping so i had to sweep as i was going, 

i have rows of compactors along the right and left sides near the neutronium walls for most materials.theres also 1 vertical column near 2 of the center ladders.  all the ice has already been melted into my water tanks,  and all the slime is stored directly beneath my base under the mushroom farm in that water. the compactors are set to All - coal, bleachstone fertilizer, slime, polluted dirt, and rot

21 hours ago, MochiKun said:

Wow, didn't know there was this challenge. I was getting bored at around day 900 so i thought "why not dig everything out", and here is my result in day 2548.

ps. I only use debug mode for ultrazoom not for digging.

22555513_10155088246793450_7969265587137482904_o.jpg

Ha! Neat. How fast can it run?

Btw, I love your negative amount of food.

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...