+2 votes
373 views
in Bug Report by (280 points)

Hello,

All structures and machines have an effect on the image repetition rate, ie FPS, whether visible or invisible, whether in the vicinity or many kilometers away.

First my system data:

CPU: i7-4790K
GPU: GTX 1080
RAM: 32GB
HDD: MM2 & SSD

My game has a running time of 265 hours, at the beginning I have built a large building in which a complete production zone to supercomputer was housed this is located in the Northern Forest. In the last 170 hours I have built a further plant located in the same world but in the grass fields here everything is housed in individual buildings.

Since my refresh rate dropped to 30 - 40 FPS, and the 0 FPS during autosaving was getting bigger, I decided to remove my first built system.

I have 2 memory (save files) files where I exactly at the same time I have determined on the basis of the sun position have put me on the roof of the hub, there I have rotated 360 degrees and have determined the following FPS values.

Before the demolition of the plant in the Northern Forest:            35 - 38 FPS

After the demolition of the plant:                                                   40 - 45 FPS

The video does not show the determined correct values ​​because in addition the recording software runs in the background, but one can also see the FPS differences.

https://youtu.be/ybogN1NObWk

If desired, I provide both save files.

Original Sprache 

Hallo,

Alle Strukturen und Maschinen haben Auswirkung auf die Bildwiederholungsrate sprich FPS, ob sichtbar oder Unsichtbar, ob in der Nähe oder aber viele Kilometer entfernt.

Vorweg meine System Daten:

CPU: i7-4790K
GPU: GTX 1080
RAM: 32GB
HDD: MM2 & SSD

Mein Spiel hat eine Laufzeit von 265 Stunden, am Anfang habe ich ein Großes Gebäude gebaut in dem eine Komplette Produktzion bis Supercomputer Untergebracht war diese befindet sich im Nördlichem Wald. In den Letzten 170 Stunden habe ich eine Weiter Anlage aufgebaut die sich in der gleichen Welt aber in den Grasfeldern Befindet hier ist alles in einzelnen Gebäuden Untergebracht.

Da sich meine Bildwiederholrate auf 30 – 40 FPS senkte, und die 0 FPS beim Automatischem Speichern immer Größer wurden habe ich mich entschlossen meine zuerst gebaute Anlage zu entfernen.

Ich habe 2 Speicher (Save Files) Dateien wo ich Genau zur Gleichen Zeit die ich anhand der Sonnenstellung ermitelt habe mich auf das Dach des Hubs gestellt habe, dort habe ich mich um 360 Grad gedreht und habe folgende FPS werte ermittelt.

Vor dem Abriss der Anlage im Nördlichem Wald:                              35 - 38 FPS

Nach dem Abriss der Anlage:                                                            40 - 45 FPS        

Das Video zeigt nicht die Ermittelten Richtigen Werte da im Hintergrund noch zusätzlich die Aufnahme Software Läuft, aber man kann auch so die FPS Unterschiede sehen.

https://youtu.be/ybogN1NObWk

Wenn erwünscht stelle ich beide Save Dateien zu Verfügung.

  

by (100 points)
Nice base ;-) I would like to take a closer look. can we exchange our data to visit us? ... ;-)

Otherwise - I noticed that already - now it is with my brother so that we come to his performance limit of his system.-

Original Sprache:

Nette basis ;-) die würde ich mir gerne mal genauer anschauen. können wir unsere Daten mal austauschen um uns zu besuchen? ... ;-)

Ansonsten - das ist mir auch schon aufgefallen - jetzt ist es bei meinem Bruder so das wir an seine Leistungsgrenze von seinem System kommen -.-
by (640 points)
I suspected this but it is cool that you did the research to prove it. It would be nice to know how the systems are modeled so we can design more CPU-friendly bases. I used to think that all production/flow calculations were performed at machine inputs/outputs and the belts were just animations that rendered when you were nearby. Now I think the belts are entities too and the game is keeping track of how material is distributed in space along a belt. In other words, I used to think the belts were modeled like a water pipe where flow/length are the only variables, but now I think they are modeled more like a real conveyor belt with variable density. Which is a lot more information to keep track of, whether or not the belt is being rendered.
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