Dont even get me started on midgame to late game. I will get 290 or so around this point once my ticks take the first drop)Īnd at this point, I dont even have the damn kitchen and freezer in yet! No new colonists, no new animals(did have a couple starting animals) no nothing other than putting in beds and some visitors/raids. speed 3 is suppose to run at 360 ticks as its target. the second real life day im already at 400 ticks, less than half my starting ticks! And using lesser speeds, speed 2 or 3, I get about 70% of the ticks I should, instead of max. But hear me out first)Įven after setting priorities, and everything else. but fact is, I can start a new game on a 200x200 map, with 12 colonists, and run it all day long on dev speed 4(yea I know. This single core information for example has been repeated for ages. I am not looking to highjack Metal Arms thread, but maybe some info regarding these issues would help us both. something a bit more solid than the standard crap that I have been reading for the past 3 years. Im looking for some performance tips also. I suggest you try the game without ANY mods active, to see if there's significant improvement the odds are good you'll see at least some. It may very well be possible to see strong improvement with a full rewrite of the game into massively-parallel code, but this is neither trivial nor cheap, nor is there any real assurance the gains would be worth the investment. This is especially an issue with somewhat older AMD CPUs, which have significantly lower single-core performance than otherwise equivalent Intel chips. follow the default core scheduling)Īdditionally, being mostly a single-core game, your CPU's single-core performance is most important, not number of cores or other traits. You'll find most programs behave this way, not just RW (i.e. This means that, even thought it COULD be split between cores, it simply doesn't happen the default algorithms are generally quite conservative, and this type of behavior is best for making MANY different processes work best together, rather than making one small set the fastest ^^'. This has little impact, however, because it uses the OS's default core scheduling, whichever OS you're using, instead of using a custom algorithm. It's possible, as well, for a mod to have both issues.Ĭontrary to popular belief, RW IS multithreaded, although not massively so. Conversely, mods with a lot of item definitions and changes take a long time to load. This is exactly why script-heavy mods slow down gameplay. Some slowdown is inevitable, over time, as you add more and more pawns and items that require "per-tick" calculations.
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