I LOVE oxygen not included.
Please do take into account that my complaints that will inevitably appear in this "bug report" are because I love ONI, not hate it.
I have performance problems with ONI severe enough that my experience is very strongly diminished.
Currently, I have 700 cycle, 42 dup base. I play on speed x1, or pause.
Rendering is very often choppy. I do not like it, but it is not a problem.
When I try to select a building, for example door, it takes 0.5s-1s to actually react. It is a problem.
When I try to select something from my building palette, for example mesh tile, it takes some to actually select it.
When I try to build on speed x1 response from interface is delayed. It is a problem.
However, on pause I can build without any delay.
On PAUSE:
My computer does use a lot of CPU. Dupes in the same spot a continuously re-rendered. I assume everything else is too.
Is it possible to somehow trim down on refresh, trading it into interface responsiveness?
I am very satisfied with performance of physics simulation library (libsimDLL.so).
The two threads that are running it (one that runs UpdatePressure(), and the other one that runs UpdateTemperature())
consume tiny % of CPU.
But somehow other threads ruin the performance.
It is unexpected, that while my CPU usage is at 60%-70% of max (as htop says), actual experience is so weak.
Is there something I could tweak to get better interface responsiveness?
Are there some guidelines about designing base that cut down on path-finding, task seeking, pipe rendering overhead?
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