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Re: Performance optimization - post your saves

Posted: Thu May 01, 2025 6:58 pm
by VCS
IDK how this works but it works

Re: Performance optimization - post your saves

Posted: Wed Jul 16, 2025 3:27 pm
by Rseding91
VCS wrote: Thu May 01, 2025 6:58 pm IDK how this works but it works
I don't see any performance issues with your save.

Re: Performance optimization - post your saves

Posted: Fri Oct 10, 2025 10:40 pm
by DScoffers
This is a big base, and I have loved every second building it.

1 million actual SPM of all sciences (22.8 million eSPM)

https://hidrive.ionos.com/lnk/Cnuv7j3E4

Re: Performance optimization - post your saves

Posted: Sat Oct 25, 2025 5:09 am
by perptual_kllr
https://drive.google.com/file/d/1GnfYbt ... drive_link

Came back to this one after a hiatus and it's getting 20-40 UPS. Anything I can do to get it back to 60?
- 5800x3D and a 3070

Re: Performance optimization - post your saves

Posted: Sat Oct 25, 2025 8:21 am
by Rseding91
perptual_kllr wrote: Sat Oct 25, 2025 5:09 am https://drive.google.com/file/d/1GnfYbt ... drive_link

Came back to this one after a hiatus and it's getting 20-40 UPS. Anything I can do to get it back to 60?
- 5800x3D and a 3070
Not much as you've simply built very large and at some point it will always be more than a computer can handle, but using spidertrons as turrets isn't a great idea.

Re: Performance optimization - post your saves

Posted: Sat Oct 25, 2025 1:44 pm
by perptual_kllr
Rseding91 wrote: Sat Oct 25, 2025 8:21 am
perptual_kllr wrote: Sat Oct 25, 2025 5:09 am https://drive.google.com/file/d/1GnfYbt ... drive_link

Came back to this one after a hiatus and it's getting 20-40 UPS. Anything I can do to get it back to 60?
- 5800x3D and a 3070
Not much as you've simply built very large and at some point it will always be more than a computer can handle, but using spidertrons as turrets isn't a great idea.
Thank you for taking a look, I really appreciate it. I can probably ditch 95% of the Spidertron defenses. I also noticed that all my LDS and circuits on Nauvis are coming from assemblers. I'm sure I can get the same output (or more) with fewer machines.

That being said, today the same save is back to 55-60 UPS. Perhaps my PC was just having a bad day?

Re: Performance optimization - post your saves

Posted: Sat Nov 08, 2025 11:46 pm
by Guenni7
perptual_kllr wrote: Sat Oct 25, 2025 1:44 pm That being said, today the same save is back to 55-60 UPS. Perhaps my PC was just having a bad day?
I have this sometimes too and most likely it's because of something is going on in the background, like Windows update, Defender scan or backup. If you're playing on a laptop, it's also possible that your PROCHOT Value is temporarily set down by your BIOS, a reboot fixes that most times. You can use Throttlestop to check the values.

Re: Performance optimization - post your saves

Posted: Wed Jan 14, 2026 8:18 pm
by AutoChaos
Both of these saves are synthetic, but also realistic. I'm running Space Exploration with a few other mods to provide an example of lag that happens while using a few of the provided features.
My system: 2k Resolution, 5070 mobile 8gb, ryzen 9 7845HX, 64gb ddr5 5200 (5600 but not XMR)

Glave Test.zip
(23.1 MiB) Downloaded 26 times
Energy Emmiter set to "auto glave" mode. A top-notch biter-destroying machine. The issue is, it's also top notch UPS saboteur.
In this save, you can test perfomance of just 1 uber strong glave (absurdly strong) and multiple weaker ones. Both are achievable in the normal game.
(Caldius orbit location)
Issues so far are:
- Breaking emmiter freezes the game for a while.
- While one strong Emitter is running in automatic glave mode, UPS falls to 30 on my system.
- Enabling multiple weaker beams causes the same issue. UPS falls to around 25
I suspect this is a related issue to artillery causing UPS drops.


Ship-Landing test.zip
(3.99 MiB) Downloaded 28 times
Spaceship landing causes stuttering and UPS drops.
(Nauvise, automatically landing "cargo" ships.)
- Ships landing and taking off lag the game somewhat.
I suspect this is related to when placing a lot of tiles, leading to major UPS drops. This example is achievable in a normal game, too. Normally, ships are even bigger.

It would be nice if you could take a look at as to why this happens and maybe, just maybe, these could get a fix. At least the beam not causing lag drops would be nice. It's also a valid sort-of-benchmark for SE devs.
Also comes with the current log.

As a bonus: Artillery spam.
Artillery Test.zip
(38.18 MiB) Downloaded 28 times

Re: Performance optimization - post your saves

Posted: Thu Jan 15, 2026 1:22 pm
by Rseding91
I looked at the grave save last night and it’s simply a matter of numbers. The mod is killing *so many* nests so quickly that the time spent is in sending lua damage events and death events and in attempting to call for aid around the nexts (bring biters near to attack whoever attacked it).

I don’t see anything there to improve on. It’s simple a case of mods asking for crazy numbers of things to happen and when they do it takes time to do them.

The lag when removing the glave is on the mod side where it’s re-linking all of the bits of the multi-entity setup but it has so many to do and does so many per tick that it lags.

Re: Performance optimization - post your saves

Posted: Thu Jan 15, 2026 3:55 pm
by AutoChaos
Rseding91 wrote: Thu Jan 15, 2026 1:22 pm I looked at the grave save last night and it’s simply a matter of numbers. The mod is killing *so many* nests so quickly that the time spent is in sending lua damage events and death events and in attempting to call for aid around the nexts (bring biters near to attack whoever attacked it).

I don’t see anything there to improve on. It’s simple a case of mods asking for crazy numbers of things to happen and when they do it takes time to do them.

The lag when removing the glave is on the mod side where it’s re-linking all of the bits of the multi-entity setup but it has so many to do and does so many per tick that it lags.
Isn't it possible to make so biters cache calls instead of trying to act on them constantly? Limit how much biters can cause of lag?
Even one singular medium glave will cause drops, and it's not really killing all that much at once.

What about the ships?

Re: Performance optimization - post your saves

Posted: Fri Jan 16, 2026 12:41 pm
by Rseding91
AutoChaos wrote: Thu Jan 15, 2026 3:55 pm Isn't it possible to make so biters cache calls instead of trying to act on them constantly? Limit how much biters can cause of lag?
Even one singular medium glave will cause drops, and it's not really killing all that much at once.
The call-for-help accounts for 15% of the time with the find-what-to-kill and send-damage-events and actually-die logic taking the rest.

In a 15 game-seconds period the auto-glave killed 10'777 things. That's 8.9 things per game tick or 534 per second.

Re: Performance optimization - post your saves

Posted: Sat Jan 17, 2026 4:46 pm
by Rseding91
AutoChaos wrote: Thu Jan 15, 2026 3:55 pm What about the ships?
The ships save the majority of the time (78%) is spent executing standard mod lua code in space exploration. Things like iterating tables, indexing/erasing from tables, lua garbage collection and so on. The remaining time is spent on the engine side doing the actual clone of the ship from space to the planet.

So you'll need to contact the space exploration mod author to rework what ever it's doing during the landing/takeoff process to see any significant improvements.

Re: Performance optimization - post your saves

Posted: Mon Jan 19, 2026 4:30 pm
by AutoChaos
Rseding91 wrote: Sat Jan 17, 2026 4:46 pm
AutoChaos wrote: Thu Jan 15, 2026 3:55 pm What about the ships?
The ships save the majority of the time (78%) is spent executing standard mod lua code in space exploration. Things like iterating tables, indexing/erasing from tables, lua garbage collection and so on. The remaining time is spent on the engine side doing the actual clone of the ship from space to the planet.

So you'll need to contact the space exploration mod author to rework what ever it's doing during the landing/takeoff process to see any significant improvements.
I see. Are there any plans to try to reduce the lag when you kill a lot of biters?
What about the game freezes when placing a large number of tiles at once?

Also, is there a way I can run debug mode myself to see what function calls cause the lag?

Re: Performance optimization - post your saves

Posted: Mon Jan 19, 2026 9:53 pm
by Rseding91
AutoChaos wrote: Mon Jan 19, 2026 4:30 pm I see. Are there any plans to try to reduce the lag when you kill a lot of biters?
What about the game freezes when placing a large number of tiles at once?

Also, is there a way I can run debug mode myself to see what function calls cause the lag?
There's nothing to do about improving killing that many biters at once. The engine spends a tiny amount of time for each thing killed and the mod is simply killing a crazy amount of things very quickly. The time is spent in Lua code which the mods have requested happen and so the game has to send the events. If the mod wants to make it perform faster - don't kill the biters/nests but instead just destroy them instantly (which will leave no corpse and not generate any death particles/animation/event).

I have not seen any such lag from placing large amounts of tiles.