akrabat14 Posted October 16, 2018 Share Posted October 16, 2018 Immediately I ask you to forgive me for the language, because I use Google translate. In the game in the later stages of the game, the FPS begins to sink very badly, but my computer is more than suitable for the system requirements. Amd 1105t 16gb Ram nvidia geforce 1070. Is it possible to somehow manually solve the optimization problem or just wait for the patches in the hope that it will be fixed? Link to comment https://forums.kleientertainment.com/forums/topic/96601-optimization-late-game/ Share on other sites More sharing options...
PhailRaptor Posted October 16, 2018 Share Posted October 16, 2018 One of the biggest resource hogs is unit pathing, both for Critters and Dupes. For Critters, you are kind of stuck. The only thing you can do is kill them. For Dupes, the best thing you can do is ensure there is only a single path to get form any 1 location to any other location. This is because, when deciding on a path to take, the game considers each and every path, no matter how ridiculous. If there is only 1 option, though, there are no considerations to make. Another option is to fill up empty space with solid tiles. Simply put, liquids and gases are in motion, which requires evaluation of both mass and weight to determine relative positions. Solids don't do that. So whatever areas you have dug out, but are not using, fill them in with tiles. If you are up for editing the save file itself, you can go in and clear out report data. It would seem that the game saves every single report ever made on that file, no matter how old it is. So if you go in and delete them, it is less data for the game to mess around with. But if you poke the wrong thing, you can corrupt the save file, so make sure you know what you're doing. Link to comment https://forums.kleientertainment.com/forums/topic/96601-optimization-late-game/#findComment-1096525 Share on other sites More sharing options...
SharraShimada Posted October 16, 2018 Share Posted October 16, 2018 First: if you use the alpha-preview, lag is pretty normal due to logging feature. Second use storage seperated. Mxed storage is a huge bottleneck for the engine. For example: comactor iron ore and compactor gold amalgam = good. 1 storage for all raw metal = bad. And to the technical: RAM is fine, your GPU is much overpowered for this game. ONI runs on Intel integrated GPUs just fine. The real issue is, ONI only uses one core at full. A CPU with HUGE single core power would suit the game much more. A CPU with many cores (like AMDs Threadripper with 32 cores) wont do that much good on performance. Link to comment https://forums.kleientertainment.com/forums/topic/96601-optimization-late-game/#findComment-1096574 Share on other sites More sharing options...
Saturnus Posted October 16, 2018 Share Posted October 16, 2018 5 hours ago, SharraShimada said: The real issue is, ONI only uses one core at full. A CPU with HUGE single core power would suit the game much more. A CPU with many cores (like AMDs Threadripper with 32 cores) wont do that much good on performance. Actually a Threadripper with 32 cores does an excellent job as you can use persistent core affinities to tie the game (or games in general) to only use the CPU die that has the direct pci-e connection to the GPU, and with NUMA enabled that CPU die can only use the memory directly connected it. That means when I run a game like ONI on my workstation the CPU die the game runs on easily boost to 4.2GHz while the rest of the CPU cores runs at 3.4-3.6GHz doing heavy duty physics simulations and other normal workloads for a workstation. Of course, if you're lazy and don't optimize your Threadripper set up then yes, you will generally see a worse overall performance in this, and most other games but it's fairly easy to make a Threadripper a fairly good gaming platform without using performance degrading hacks like Ryzen Master Game Mode. Link to comment https://forums.kleientertainment.com/forums/topic/96601-optimization-late-game/#findComment-1096597 Share on other sites More sharing options...
babba Posted October 16, 2018 Share Posted October 16, 2018 11 hours ago, akrabat14 said: Immediately I ask you to forgive me for the language, because I use Google translate. In the game in the later stages of the game, the FPS begins to sink very badly, but my computer is more than suitable for the system requirements. Amd 1105t 16gb Ram nvidia geforce 1070. Is it possible to somehow manually solve the optimization problem or just wait for the patches in the hope that it will be fixed? @akrabat14 AMD Phenom II 1105T ( November, 2009 ) is the issue, if that is your cpu type - Including the mainboard bus, ram speed etc. Please read and see:https://forums.kleientertainment.com/forums/topic/96484-100-kw-200-kw-500-kw-powerline/?do=findComment&comment=1094445 ...and Personally I play without ladders and doors, enjoying a 4x times bigger map. Playing with hundreds of dupes is fun and it makes it easy to pin point things which slow down the frame rate, as the FPS will instantly jam up. There is people playing the ZERO dupes, which I find amazing - Designing their systems in debug mode. This game offers so much variety and simulation depth Link to comment https://forums.kleientertainment.com/forums/topic/96601-optimization-late-game/#findComment-1096725 Share on other sites More sharing options...
akrabat14 Posted October 16, 2018 Author Share Posted October 16, 2018 2 hours ago, babba said: AMD Phenom II 1105T ( November, 2009 ) is the issue, if that is your cpu type - Including the mainboard bus, ram speed etc. The system requirements of the game are 2 cores and 2 GHz processor is already old, but this type of game should work well, I think the whole problem is in the code. The game uses the resources of my system badly because of what in the middle of the game the FPS is already starting to sit Link to comment https://forums.kleientertainment.com/forums/topic/96601-optimization-late-game/#findComment-1096811 Share on other sites More sharing options...
babba Posted October 16, 2018 Share Posted October 16, 2018 "but this type of game should work well" > Yeah, would be nice if it would run fast on slow cpu`s and old boards& ram my dear friend "The game uses the resources of my system badly " > The game utilizes one core to the max. Link to comment https://forums.kleientertainment.com/forums/topic/96601-optimization-late-game/#findComment-1096820 Share on other sites More sharing options...
avc15 Posted October 16, 2018 Share Posted October 16, 2018 10 hours ago, akrabat14 said: Having some trouble deleting the quote. As to, can I do something manually to help things? Well, you can figure out ways to shrink your builds. Fewer segments of pipe, fewer tiles holding gas or fluid, fewer calculations. I've made single designs (one in particular, a very large preheater for oil -> petroleum boiler -> equally large precooler for petroleum) that reduced my frame rate by more than 5 fps. So, shrink your designs. It's not much, but it's something. Link to comment https://forums.kleientertainment.com/forums/topic/96601-optimization-late-game/#findComment-1096838 Share on other sites More sharing options...
Saturnus Posted October 16, 2018 Share Posted October 16, 2018 Sometimes playing this game reminds me of the good old days coding demos for C64 and Amiga in how to squeeze out a bit more performance by cutting corners and side stepping issues Unfortunately, regardless of how nostalgic that makes me feel, that shouldn't really be necessary to play a reasonably simple game. Link to comment https://forums.kleientertainment.com/forums/topic/96601-optimization-late-game/#findComment-1096843 Share on other sites More sharing options...
akrabat14 Posted October 16, 2018 Author Share Posted October 16, 2018 30 minutes ago, babba said: The game utilizes one core to the max. so can a game have to use more than one core? Link to comment https://forums.kleientertainment.com/forums/topic/96601-optimization-late-game/#findComment-1096844 Share on other sites More sharing options...
avc15 Posted October 16, 2018 Share Posted October 16, 2018 "what's the problem" It's a very large number of floating point calculations per tile multiple times per game second (four? Five?). And a very large matrix of tiles. And one depth first search through priorities & the entire map per dupe (each time their current errand gets done or is interrupted) The computational complexity is pretty high even if the whole thing seems simple. And multithreading is pretty complex work. Link to comment https://forums.kleientertainment.com/forums/topic/96601-optimization-late-game/#findComment-1096846 Share on other sites More sharing options...
akrabat14 Posted October 16, 2018 Author Share Posted October 16, 2018 5 minutes ago, avc15 said: The computational complexity is pretty high even if the whole thing seems simple. And multithreading is pretty complex work. but the longer the developer does not make multithreading, the more difficult it will be to add it to your project, because the code that will need to be iterated for multithreading becomes only more Link to comment https://forums.kleientertainment.com/forums/topic/96601-optimization-late-game/#findComment-1096851 Share on other sites More sharing options...
babba Posted October 16, 2018 Share Posted October 16, 2018 3 hours ago, akrabat14 said: so can a game have to use more than one core? There has been a lot of really good posts from users in this thread. Anyone playing Prison Architect, ONI, Factorio, Kerbal Space, Cities Skylines ( CS is also GPU heavy ) will at some point try to achieve the highest single core cpu speed if the persons wants get the maximum out of a game. There is lots of reasons why a game does or does not support multiple cores. Intel knows that the Turboboost function, running a single core at the highest clock rate, keeps there consumer gaming audience sales up. Im glad that AMD has some really good stuff now after passing the last 20 years with mediocre cpus. However, Intel is still king on single core speed. ONI: You can create a smaller map, lets say reduced to 25% of the games current standard size. However, Ive never done it myself. If you read through the links I have posted earlier, you will find details about it. Klei already has reduced the standard map size down to 25% because people with 10 year old equipment sometimes complain, sometimes writing in the forum things like "This would run on my smartphone". Playing on the games original map size ( 4x larger than currently ) is great joy Link to comment https://forums.kleientertainment.com/forums/topic/96601-optimization-late-game/#findComment-1096877 Share on other sites More sharing options...
avc15 Posted October 17, 2018 Share Posted October 17, 2018 6 hours ago, akrabat14 said: but the longer the developer does not make multithreading, the more difficult it will be to add it to your project, because the code that will need to be iterated for multithreading becomes only more Maybe they're not even planning on it. Sometimes it's just not worth the effort. It's less work to do some profiling and find ways to cut computational corners here and there. Link to comment https://forums.kleientertainment.com/forums/topic/96601-optimization-late-game/#findComment-1097119 Share on other sites More sharing options...
akrabat14 Posted October 17, 2018 Author Share Posted October 17, 2018 3 hours ago, avc15 said: Maybe they're not even planning on it. Sometimes it's just not worth the effort. It's less work to do some profiling and find ways to cut computational corners here and there. I hope they do something with it. The Witcher 3, I go to the maximum settings of the FPS 60 and with this game to get rid of something Link to comment https://forums.kleientertainment.com/forums/topic/96601-optimization-late-game/#findComment-1097212 Share on other sites More sharing options...
Lancar Posted October 17, 2018 Share Posted October 17, 2018 The current industry trend is more to cram as many cores into the CPU as they can rather than boosting single-CPU clock speed (even if that is done too). Unless we see a lot more progress in making commercially viable quantum computers then this is likely to continue for quite some time longer. Space Engineers ran on single-core for the longest time, but eventually they had to make it multi-core because the simulation speed was getting ridiculously bad as soon as a few people started building & piloting larger ships or mining a couple of asteroids. After the change, the difference was like day and night. The lag isn't completly gone, but the improvement is staggering. That said, it took the dev team a LOT of work to implement. That's not to say that many games can't get away with lots of clever optimisation. ONI is a very complex simulation, however. Where a shooter, for example, could never get away minor inconsistencies in thread timing (bullets missing when they should've hit) a game like this where there are tonnes of seperate systems working together without the need for high timing accuracy it would work far better. It simply won't matter if the heating of a solid is a few milliseconds later than expected or water not quite flowing in sync with the gas. As long as the visual representation looks synced then us puny humans won't notice the difference. Offloading even one of the in-game logistics systems to another core would, I believe, help a lot. I may be a bit off with this assessment (not going to pretend I know all there is to know about programming or CPU science), but the point should still stand. Link to comment https://forums.kleientertainment.com/forums/topic/96601-optimization-late-game/#findComment-1097287 Share on other sites More sharing options...
akrabat14 Posted October 17, 2018 Author Share Posted October 17, 2018 Overclocking the processor from 3.5 GHz to 4.8 yielded only +4 FPS, which is very small, the most performance has been added to sort items by warehouse and remove all garbage from the floor at the base (+ 9-14 FPS) everyone who gave advice, thank you very much. But with the optimization, the developers had to do everything exactly Link to comment https://forums.kleientertainment.com/forums/topic/96601-optimization-late-game/#findComment-1097373 Share on other sites More sharing options...
Arash70 Posted October 17, 2018 Share Posted October 17, 2018 8 hours ago, akrabat14 said: Overclocking the processor from 3.5 GHz to 4.8 yielded only +4 FPS, which is very small, the most performance has been added to sort items by warehouse and remove all garbage from the floor at the base (+ 9-14 FPS) everyone who gave advice, thank you very much. But with the optimization, the developers had to do everything exactly Don't worry about performance issues after all of the ideas that are said are done devs will start optimizing the game based on user experiences. It's not there yet but it'll sure be there; eventually. Side notes: I hope devs don't stop this game's development. In a not so distant future, as crazy as it sounds, we might have AI processors in our home PCs which would drastically improve ONI's experience. Link to comment https://forums.kleientertainment.com/forums/topic/96601-optimization-late-game/#findComment-1097702 Share on other sites More sharing options...
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