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Can you test out performance stuff? Build storage lockers and lock them down, with all unneeded materials, you don't need at the moment. Perhaps next cycle you can open the area to get the goodies, when you need it. Loooong topic description ^^


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Mhh when i store all my unwanted materials in storage lockers in small rooms and lock the doors, it gives me some systemperformance back.
My base is now messed up because of high priority storage locker sweeping action, but got some FPS back..
It "feels" a bit, like the sorting of materials (one per storage locker) is someway important too, makes some sense, when having dazillions of lockers in lategame with mixed materials (less calculations?)
 

If you store only one item in a container you are reducing the information needed. Example is Below,

Container 1,

Material 1: Sandstone,  Weight 50T

Container 2,

Material 1:Sandstone, Weight 5kg

Material 2:Granite, Weight 5kg

Material 3:Algae, Weight 5kg

Material 4:Wolframite, Weight 5kg

Material 5:Dirt, Weight 5kg

Straight away you can see that 1 container for 1 material uses less lines than a container filled with many. This is probably balanced by the fact ok you would need 5 containers each with 1 line which means 5 containers of strain on the system versus 1 with many lines.

Now comes where I think 1 container per material works better. You can have 200 containers all with small amounts of sandstone. which could all fit in 1 container. This means you have 200 lines spread over 200 containers, where you could have 1 line in 1 container. Doing this for every single resource might be a hassle, but in all honesty the game probably struggles less when you clump the same resource into one group than when you have it all over the place.

 

This is just my thoughts though, I do not do programming but I would assume less lines of data in less variable storage would cause less strain on the system.

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