crypticorb Posted November 7, 2018 Share Posted November 7, 2018 I was investigating methods of reducing lag mid to late game, and one of the big culprits that I found, and others have pointed out, is the simple enable/disable automation loop. This simple little loop is used in many designs, notably the autosweeper dropper setup for infinite food storage, automatic egg replacement, and many other builds. My first thought to reduce CPU load was to simply disable it with a clock, but this simple design can't be disabled with a positive signal, as it will leave the autosweeper on a signal high. So, a redesign of the loop was in order: This new and improved version will allow a signal high, either from a button, day clock, water clock, or any other automation input to disable the loop, halting the automation from cycling and taking up processor load capacity. It's a simple change, but it resulted in an instant 5+ FPS gain when I changed over all the instances of the loop in my base, so I thought it worth sharing. Link to comment Share on other sites More sharing options...
Fischer_L Posted November 7, 2018 Share Posted November 7, 2018 1 hour ago, crypticorb said: I was investigating methods of reducing lag mid to late game, and one of the big culprits that I found, and others have pointed out, is the simple enable/disable automation loop. This simple little loop is used in many designs, notably the autosweeper dropper setup for infinite food storage, automatic egg replacement, and many other builds. My first thought to reduce CPU load was to simply disable it with a clock, but this simple design can't be disabled with a positive signal, as it will leave the autosweeper on a signal high. So, a redesign of the loop was in order: This new and improved version will allow a signal high, either from a button, day clock, water clock, or any other automation input to disable the loop, halting the automation from cycling and taking up processor load capacity. It's a simple change, but it resulted in an instant 5+ FPS gain when I changed over all the instances of the loop in my base, so I thought it worth sharing. What's a point of filter gate with minimal delay at first picture? Link to comment Share on other sites More sharing options...
Neotuck Posted November 7, 2018 Share Posted November 7, 2018 4 minutes ago, Fischer_L said: What's a point of filter gate with minimal delay at first picture? sweeper only needs to be off for an instant to drop items, 0.1s is all that's needed Link to comment Share on other sites More sharing options...
Fischer_L Posted November 7, 2018 Share Posted November 7, 2018 3 minutes ago, Neotuck said: sweeper only needs to be off for an instant to drop items, 0.1s is all that's needed Hmm, mine autodropper works fine without filter... it's still pulses... Next time i will try with filter, may be it somehow changes something... Link to comment Share on other sites More sharing options...
Neotuck Posted November 7, 2018 Share Posted November 7, 2018 1 minute ago, Fischer_L said: Hmm, mine autodropper works fine without filter... it's still pulses... yours faster than 0.1s? Link to comment Share on other sites More sharing options...
Fischer_L Posted November 7, 2018 Share Posted November 7, 2018 6 minutes ago, Neotuck said: yours faster than 0.1s? Pretty much this: May be i miss something, and with filter it would work better somehow? Link to comment Share on other sites More sharing options...
crypticorb Posted November 7, 2018 Author Share Posted November 7, 2018 1 minute ago, Fischer_L said: Pretty much this: May be i miss something, and with filter it would work better somehow? This works, but not guaranteed. The amount of time it disables the output depends on the speed ONI is running. I just ran a test and the automation output didn't always flash red, and when I hooked it up to an autodropper, it failed to disable it once in my short test. Not really worth saving space for that. Link to comment Share on other sites More sharing options...
Neotuck Posted November 7, 2018 Share Posted November 7, 2018 2 minutes ago, Fischer_L said: May be i miss something, and with filter it would work better somehow? Usually when you have automation cutoff that fast sometimes it's a miss and it will tick a few times before getting it right It's no problem if you are dropping items that only low quantity items like eggs but if you have a long string of items like say dropping regolith after a meteor shower then it will take extra time Link to comment Share on other sites More sharing options...
Fischer_L Posted November 7, 2018 Share Posted November 7, 2018 3 minutes ago, crypticorb said: This works, but not guaranteed. The amount of time it disables the output depends on the speed ONI is running. I just ran a test and the automation output didn't always flash red, and when I hooked it up to an autodropper, it failed to disable it once in my short test. Not really worth saving space for that. It's usually about lag, not about space... but i see your point and will keep it in mind. Link to comment Share on other sites More sharing options...
Oozinator Posted November 7, 2018 Share Posted November 7, 2018 So many are into performance stuff with ONI, must be a reason for that. Nice find ^^ +3 - +6 FPS back confirmed on big map. I also tested CPU cores for FPS increase, but gave nothing better then Razer cortex(freeware) and both could not do better, then setting up clean tasks/deactivate processes manually lol. Gave me 10 FPS back and an OS looking like from 1973.. Link to comment Share on other sites More sharing options...
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