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Super speed lagging automation?


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I do not know if this is a known problem but I basically play permanently in super speed. Recently, I noticed that some of my automation either does not work in normal speed or does not work properly in super speed. 

Is this a problem for everyone? For example in my drowning chamber for critters, I needed to change my buffer gate from 28 seconds to like four times the amount if I want it to work in super speed... That seems quite excessive to me!

Video showing the lag (snippets of my let's play, so with commentary):

 

6 minutes ago, Christophlette said:

It's nice to know. But maybe that is why it is a debug feature and not integrated in the game.

I guess. I have a good PC and it just confused me that I can run my base 1300 cycles in, 16 duplicants  in perma super speed without any lag at all but automation still messed up. I would have imagined if anything the whole game would lag not just the automation gates. 

I can't remember who but someone already said that automation seems to be on another layer than the game clock itself. So they may lag with different behaviors sadly... There's no doubt the devs will look into this someday and fix it after they finished the backbone of the game.

4 hours ago, Mullematsch said:

I guess. I have a good PC and it just confused me that I can run my base 1300 cycles in, 16 duplicants  in perma super speed without any lag 

Could you give the specs? I'm having trouble getting more than 20 frames on half speed at cycle 700

I've got a Ryzen 5 1600, a GTX 1060 3G, and 16 G's of Ram, so it seems to me like I should be good, but ONI only uses around 8 g's of ram, also another think I'm puzzled about.

Thanks! (And also, sorry about this not being about the automation lag)

1 minute ago, Gonhog said:

Could you give the specs? I'm having trouble getting more than 20 frames on half speed at cycle 700

I've got a Ryzen 5 1600, a GTX 1060 3G, and 16 G's of Ram, so it seems to me like I should be good, but ONI only uses around 8 g's of ram, also another think I'm puzzled about.

Thanks! (And also, sorry about this not being about the automation lag)

Ram: 16 GB

CPU: Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz

Graphics Card: GeForce GTX 1070 TI

 

6 hours ago, Gonhog said:

Thanks. Don't know why it's lagging so much, its probably because it's such an old save. Thank's anyway!

Could it be the single core performance? apparently ONI is only using one core, the graphics are not extremely demanding so it probably isn't the issue. 

ONI runs best with the top 10 fastest single thread cpus https://www.cpubenchmark.net/singleThread.html

Large level 1,2 & 3 cpu cache size is important. Air, water or hydrogen cooling, cpu de-lidding, running the mainboard without pc case etc. is recommended to turbo boost one single cpu core up to 5 - 7 GHz.

No matter if you spent usd5000 on your pc rig, its possible to grind ONI down to 0.1 FPS by using all game content in a map.

Outsourcing some of the (space?) gameplay of this single core game on to another 2nd playable map, instead of again reducing the map by 3/4 size is a wise choice by the developers (if that is happening now or in the future, haven't played the game for a few weeks). 

I had this happen kind of issue happen too
I have my AETN cool some oil and the AETN is placed under mechanical airlocks that use automation to make the doors open before they go below 15 degrees so that the AETN stops but it didn't stop once and I suddenly had -40 degrees oxygen coming into my base because the automation broke
Had to spent 10 cycles to get it back on track(which was quick luckily)

7 hours ago, Nitroturtle said:

I noticed you have the door sequence operated with individual timers.  Try implementing it using filters and buffers and I bet it will work correctly on super speed.

Do not think it matters. If you watch the video, I have the same problem with my pacu farm and the auto sweeper there.

Seems like all automation just lags a bit in super speed. I give it a try though!

 

6 hours ago, FierceClaws said:

I had this happen kind of issue happen too
I have my AETN cool some oil and the AETN is placed under mechanical airlocks that use automation to make the doors open before they go below 15 degrees so that the AETN stops but it didn't stop once and I suddenly had -40 degrees oxygen coming into my base because the automation broke
Had to spent 10 cycles to get it back on track(which was quick luckily)

Just hooking up the door to a sensor if below x should work but if not try a memory toggle. Pretty sure that might lag and delay by a couple seconds but it should never break. 

 

You may be right, in that it probably won't fix the issue with your egg dropper.  My guess is that it's an issue with the timer control itself lagging on the start or finish.  My theory with the door sequence, is that by switching to a buffer/filter implementation, it should at least enforce the operation to be sequential.  It may lag at individual steps, but I doubt it would cause the steps to execute in the wrong order.

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