Mullematsch Posted October 5, 2018 Share Posted October 5, 2018 My 20 duplicant world is getting really laggy. Can anyone with a good PC let me know how the lag is for you? Also I would be interested in general tips on what creates the most lag and what you can do to prevent it? There is a lot of automation everywhere but I tried as much as possible to not have clocks running continuously. Feels like to me ever since I build a lot of auto-sweeper stuff, the lag has been getting out of control. Would filling parts of the map with blocks help the lag? And if I would clean up all the gases so that 90% of the world is a vacuum or oxygen would that make a noticeable difference lag wise? Appreciate it! =) Bang .sav Link to comment https://forums.kleientertainment.com/forums/topic/96157-1400-cycle-world-lag/ Share on other sites More sharing options...
harmonium Posted October 5, 2018 Share Posted October 5, 2018 You can't do Nothing man, i never go more than 100 and max 5 duplicant for avoid the lag, and i have an awesome computer. This is the game the problem not our computer i guess, we must wait the release to get better optimisation i think. Link to comment https://forums.kleientertainment.com/forums/topic/96157-1400-cycle-world-lag/#findComment-1090871 Share on other sites More sharing options...
phod Posted October 5, 2018 Share Posted October 5, 2018 Hello, I ran your base on an i7-8700 3.7 ghz, with a gtx 1080ti, 32 gigs of ram, and yes, it was laggy. At the beginning I got about 12fps. I used debug mode to delete a some of those storage compactors, that brought it up to about 15, then I removed a bunch of the loose items and debris on the ground near the top of the base, and it improved to about 40fps. I bet this could be improved further. Edit: You have quite a lot of critters too, that is known to affect performance. Hopefully, during the next round up updates, they'll keep optimizing the code. Hope that helps! Link to comment https://forums.kleientertainment.com/forums/topic/96157-1400-cycle-world-lag/#findComment-1090872 Share on other sites More sharing options...
Mullematsch Posted October 5, 2018 Author Share Posted October 5, 2018 5 minutes ago, phod said: Hello, I ran your base on an i7-8700 3.7 ghz, with a gtx 1080ti, 32 gigs of ram, and yes, it was laggy. At the beginning I got about 12fps. I used debug mode to delete a some of those storage compactors, that brought it up to about 15, then I removed a bunch of the loose items and debris on the ground near the top of the base, and it improved to about 40fps. I bet this could be improved further. Hope that helps! Would you say cleaning up all the items everywhere made the big difference or was it just deleting some of the stored up garbage everywhere? Maybe I gotta go on a 200 cycle sweep mission to deal with the lag... Link to comment https://forums.kleientertainment.com/forums/topic/96157-1400-cycle-world-lag/#findComment-1090873 Share on other sites More sharing options...
phod Posted October 5, 2018 Share Posted October 5, 2018 Mullematsch, I don't want to send you on a 200 cycle long wild Goose chase for FPS. I'd suggest you try debug mode yourself, and see if it helps before spending a lot of time on it. Link to comment https://forums.kleientertainment.com/forums/topic/96157-1400-cycle-world-lag/#findComment-1090875 Share on other sites More sharing options...
harmonium Posted October 5, 2018 Share Posted October 5, 2018 If you want to see Something cool, go put like 15 jet suit on a storage compacter, and then click on it, enjoy the fps drop. Link to comment https://forums.kleientertainment.com/forums/topic/96157-1400-cycle-world-lag/#findComment-1090890 Share on other sites More sharing options...
Mullematsch Posted October 5, 2018 Author Share Posted October 5, 2018 5 minutes ago, harmonium said: If you want to see Something cool, go put like 15 jet suit on a storage compacter, and then click on it, enjoy the fps drop. Yeah, some entities just lag like crazy when clicked. In my world if I click any loader the game just freezes not sure why. Link to comment https://forums.kleientertainment.com/forums/topic/96157-1400-cycle-world-lag/#findComment-1090894 Share on other sites More sharing options...
PhailRaptor Posted October 6, 2018 Share Posted October 6, 2018 Pathfinding is known for being a fairly substantial resource hog in the game, both for Critters and for Dupes. Reducing the number of Critters will improve performance, as fewer sets of pathfinding calculations are required. For Dupes, the greatest reduction in processing required is to ensure there is only a single path from any 1 location to any other location. When a Dupe is assigned a task, the game will process any and every path that Dupe could possibly take, no matter how nonsensical, to reach that task. By reducing the number of ways a Dupe could get from one place to another, you eliminate an entire series of calculations that must be performed over and over again any task is assigned. Tubes are helpful in this regard, because you can simply establish a Tube network that runs basically everywhere you might need your Dupes to go. It is also generally faster, so you can get more work done anyway. Swapping regions of gas for vacuum used to be effective, however, it seems recently that vacuum has been reclassified as a fluid with zero mass. If this is still the case (perhaps it was undone when they fixed the germs in vacuum bug?), then replacing areas of gas with vacuum is no longer effective. You would instead need to construct solid tiles. Thermal calculations will still be performed between them, but the Tiles are not in motion or having their relative masses compared multiple times a second to process their pressure differential. Link to comment https://forums.kleientertainment.com/forums/topic/96157-1400-cycle-world-lag/#findComment-1091018 Share on other sites More sharing options...
RonEmpire Posted October 6, 2018 Share Posted October 6, 2018 good luck with that. lol. I think if you don't maintain your base early on with the sweeping. trying to sweep up stuff later can be really laggy. as the case, where I breached the surface and started building auto sweepers to clean up the debris it started to laggy a huge amount. Link to comment https://forums.kleientertainment.com/forums/topic/96157-1400-cycle-world-lag/#findComment-1091041 Share on other sites More sharing options...
Moggles Posted October 6, 2018 Share Posted October 6, 2018 By far the biggest killer is path finding. I ran your base on the following. Intel Core i5-8600K Coffee Lake Processor, 6 cores 9MB L3 Cache 16GB DDR4 2400MHz NVIDIA GeForce GTX 1080 8GB Graphics Card I got 15 FPS to begin with. I added a door here and locked the dupes in the central area. Got 30 FPS. The same thing happens in my 1000+ cycle base. If I lock the doors my FPS jumps from 40 to 60. I only run with 8 dupes but the impact is still huge. I believe the solution to having many dupes is to spread them around in smaller bases with restricted movement. Perhaps even dividing the map in to four quadrants and evenly spread the dupes out but restrict their access to only their quadrant. Move resources between zones using shipping and other various tools. Link to comment https://forums.kleientertainment.com/forums/topic/96157-1400-cycle-world-lag/#findComment-1091042 Share on other sites More sharing options...
SharraShimada Posted October 6, 2018 Share Posted October 6, 2018 Another major issue is mixed storages. If your compactor stores different types, it will cost you dearly. What causes no problem at all at the beginning, will cause heavy stress later. So, if you store away your stuff just assorted where is space, split it up. Link to comment https://forums.kleientertainment.com/forums/topic/96157-1400-cycle-world-lag/#findComment-1091051 Share on other sites More sharing options...
Breizhbugs Posted October 6, 2018 Share Posted October 6, 2018 i7 2600k (not OC), 16go RAM and i got around 12/15fps in normal speed. I think you should do: - only one item per storage. - sweep the asteroid - simplify your liquid / gaz piping (i didnt analyse it in details but it seems too complicated... for example, in the screesnshot shown by moggles, having two gaz pumps is not needed to my mind) - as other said, make less alternatives for pathfinding Link to comment https://forums.kleientertainment.com/forums/topic/96157-1400-cycle-world-lag/#findComment-1091055 Share on other sites More sharing options...
Moggles Posted October 6, 2018 Share Posted October 6, 2018 I tried a rather shoddy experiment to test what I think would be the best way to mitigate performance drops in extreme late game when running with large dupe numbers. I quickly threw together my idea of what a self contained dupe pod could look like. It has bed, bathroom, food delivery via conveyor, oxygen via vent and CO2 removal. It has a hamster wheel to give the dupe a basic function, generate power. I spammed the template all over the map and spawned in 54 dupes to occupy the pods. My FPS is stable at 60 fps. You could now extend each pods function by attaching a work area for that dupe, lets say a ranch, or a kitchen or a small farm to maintain.Each dupe will still be so limited on path finding that performance should overall be much better and you can still operate a base. Each dupe pod having some function that outputs a benefit to the whole population. Obviously as others have pointed out there are other factors at play that need to be considered and this very hyperthetical. Giving the dupes a clear function to perform in a limited range of tiles might be the best way to optimise for mass dupes though. As no dupe wants to live alone I gave each a room mate doubling the population to 108 dupes. Still running at 60 FPS. Edit: Before I got bored. Link to comment https://forums.kleientertainment.com/forums/topic/96157-1400-cycle-world-lag/#findComment-1091070 Share on other sites More sharing options...
Saturnus Posted October 6, 2018 Share Posted October 6, 2018 On the subject of pathing and FPS consequences, I can only imagine what effect jet packs will have on a late game base. Link to comment https://forums.kleientertainment.com/forums/topic/96157-1400-cycle-world-lag/#findComment-1091075 Share on other sites More sharing options...
CDoroFF Posted October 6, 2018 Share Posted October 6, 2018 19 minutes ago, Moggles said: Edit: Before I got bored. Would be nice if you check the significance of adding paths in this base. I mean just connect couple of rooms together and check fps. Add rooms one by one and tell us the resulting fps, when all the rooms are connected. Link to comment https://forums.kleientertainment.com/forums/topic/96157-1400-cycle-world-lag/#findComment-1091076 Share on other sites More sharing options...
Recommended Posts
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.