u/Absolute_Human

Image 1 —
Image 2 —
Image 3 —
Image 4 —
Image 5 —

In my previous posts I tried to test game performance of sorters (1, 2) and power distribution. Now to some other things. Just like before, I'm using a cleared planet in a blank sandbox save, limit my thread count to only one to get the most clear numbers and just overall try to keep the comparison setups fair. The numbers fluctuate a bit of course, but I tried to capture near the average and you can generally look at the first 1-2 decimal places. The performance metrics I put in the screenshots are edited to show the most relevant to every test information. If something is not there it's either nonexistent or completely irrelevant and you just have to believe me that it's the same every time. The "cargo traffic addons" portion is tied to the cheat item generators so you have to discard it regardless. Also, as the theme of these tests are things that are simulated partially locally, I tested in deep space as well. Each test's description is in captions.

The main surprise of recent tests to me are belts. Sadly, they are not treated as an abstract concept and every portion is indeed simulated separately. Though, it's not 1 to 1 with belt segments and longer belts are only somewhat worse. The main load is probably in points of inserter interactions.

UPD: some further info in the comments.

u/Absolute_Human — 9 days ago

A question for UPS gurus out there. What does this section correspond to? It bugs me that it's not even parallelized and eats 1.5ms alone. Thing is I have literally none ground combat buildings at the moment. Zero turrets of any kind other than Plasma Cannons. And only one planet in my cluster even has live DF bases. But I do have lots of shields. Is this it? I need a conformation before I consider cleaning a hundred planets from them.

u/Absolute_Human — 17 days ago