I'm curious if it's normal for this kind of setup to reduce client frame rate to about 30~35fps when in view, with low render distance on a high end system:
Small secondary water-cycling solar tower powerplant, running the equipment of the large sodium-cycling solar tower powerplant which is running a single low pressure steam turbine underneath.
I'm also curious if it's more the solar mirror arrays, or the low pressure turbine causing my drop in frame rate.
Removed the turbine, still getting about 80% of the frame rate drop. Looks like it's the solar mirror arrays.
I wish this setup produced enough steam to run a high pressure turbine, I imagine it's a little lighter on performance since there's no steam grate streaming live steam blocks.
As much as I love having completely self-sustaining power generation, I feel like I'm probably going to have to switch to a simple fission reactor for a while just for frame rate sanity, unless there is something I could do to improve client performance a bit.
I also wonder if a fusion reactor would be lighter than this since there are fewer total moving parts...
I imagine it's a little lighter on performance since there's no steam grate streaming live steam blocks.
Very doubtful. Spewing steam blocks could conceivably affect tick rate, but it's going to do almost nothing to FPS.
I also wonder if a fusion reactor would be lighter than this since there are fewer total moving parts...
Quite the opposite, I'm afraid. This is my fusion reactor - as you can see, it's in space, so no typical terrain/entities to render... and when looking at the turbines, I get about ten FPS, on a computer that normally handles "unbuilt-on" chunks at 50-60+ FPS easily. Reactorcraft is quite performant in terms of TPS impact, but it can be pretty damn rough on the FPS.
My CPU is an i5-7600k, so while not top of the line, it's definitely not particularly ancient or weak.
Removed the turbine, still getting about 80% of the frame rate drop. Looks like it's the solar mirror arrays.
I wish this setup produced enough steam to run a high pressure turbine, I imagine it's a little lighter on performance since there's no steam grate streaming live steam blocks.
As much as I love having completely self-sustaining power generation, I feel like I'm probably going to have to switch to a simple fission reactor for a while just for frame rate sanity, unless there is something I could do to improve client performance a bit.
I also wonder if a fusion reactor would be lighter than this since there are fewer total moving parts...
The solar plant is more than a hundred TESRs, which are expensive merely existing. There is no fix for this that is not a rewrite to the MC render engine.
Very doubtful. Spewing steam blocks could conceivably affect tick rate, but it's going to do almost nothing to FPS.
Yes, it will. Spamming block updates causes the chunk to constantly rerender, defeating the caching system vanilla employs, and causing significant load on the renderer. This is doubly true when you have renderers which are designed to be in that cache, and thus expensive to recalculate, such as a lot of CC decoratives and carpenters blocks.
This is in fact one of the biggest sources of FPS lag in an endgame base, and is also the reason things like redstone clocks and steam grates are so expensive in them.
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The solar plant is more than a hundred TESRs, which are expensive merely existing. There is no fix for this that is not a rewrite to the MC render engine.
Yes, it will. Spamming block updates causes the chunk to constantly rerender, defeating the caching system vanilla employs, and causing significant load on the renderer. This is doubly true when you have renderers which are designed to be in that cache, and thus expensive to recalculate, such as a lot of CC decoratives and carpenters blocks.
This is in fact one of the biggest sources of FPS lag in an endgame base, and is also the reason things like redstone clocks and steam grates are so expensive in them.
I figured the steam grate was probably the largest point of impact in a low pressure turbine, basically why I'm wanting to upgrade to high pressure but I'd need to replace my solar array with some kind of reactor. I've actually been really curious in finding how close I can get to self-sustaining resources with breeder reactor(s), so that will be my next big project to look forward to :3
Oh, hmm. They're both outputting 15 mB/t? Then yeah, it might be time for a reactor, If you want to reduce mirrors only, it's ~72 mirrors and 33 towers for most hot molten sodium per mirror.
Oh, hmm. They're both outputting 15 mB/t? Then yeah, it might be time for a reactor, If you want to reduce mirrors only, it's ~72 mirrors and 33 towers for most hot molten sodium per mirror.
Huh, I didn't realize the optimal proportion between water-cycling and sodium-cycling modes for the solar tower were so different. I find it kind of weird that the radius of mirrors is so small with an -insanely- high central tower to optimize output lol Solar tower powerplants in person, as far as I'm aware, have a tower height somewhere around like 1/3rd or 1/4th the radius of mirror array
[earlier] Currently running tests for optimal ratio - presently at 77 mirrors and 9 tower segments and still producing 8mb/t of hot molten sodium, same as 32 (past 32 does not register) tower segments.
There seems to be a bit of buggy behavior between mirror/tower segment changes and the multistructure reinitializing its total power output. I had it at 8mb/t of hot molten sodium with one tower segment above mirror line with 77 total mirrors lol Once I brought the mirror count down to like 30 or 40ish it dropped suddenly to 1mb/t and would not increase until I added more tower segments. Let me know Reika if you would like me to try and further narrow down this behavior.
Yeah, it's weird. Normal solar needs something like four times the needed mirrors that sodium cycling needed last time I checked. How the towers work is each doubling of the height of the tower doubles the torque or I believe sodium production, to a certain point. Then, once you've reached 33 segments, you need to add mirrors to get to the highest output, which is 15mB/t, or about 1.5 heat exchangers, if I remember correctly
It could be possible the ender quarry from Extra Utilities uses some kind of fake player entity to do its mining. I've been using it the past few days and I think that's the only thing that's different from before, so it's probably the cause
Reika, would it be possible for the ElectriCraft and ReactorCraft handbooks use the type TOC handbook page (handbookguia.png) instead of type PLAIN (handbookgui.png) for their table of contents pages? This would match the behavior of the RotaryCraft book.
I'm curious if it's normal for this kind of setup to reduce client frame rate to about 30~35fps when in view, with low render distance on a high end system:
Small secondary water-cycling solar tower powerplant, running the equipment of the large sodium-cycling solar tower powerplant which is running a single low pressure steam turbine underneath.
I'm also curious if it's more the solar mirror arrays, or the low pressure turbine causing my drop in frame rate.
Ok, I'm assuming that means that player data somehow got messed up.
Is there a way to fix that? I'd prefer not to lose significant progress, but any solution is better than none.
That is almost 100% the turbine. If you can move it, I would suggest doing so.
Advanced Rocketry and Reika's mods
Removed the turbine, still getting about 80% of the frame rate drop. Looks like it's the solar mirror arrays.
I wish this setup produced enough steam to run a high pressure turbine, I imagine it's a little lighter on performance since there's no steam grate streaming live steam blocks.
As much as I love having completely self-sustaining power generation, I feel like I'm probably going to have to switch to a simple fission reactor for a while just for frame rate sanity, unless there is something I could do to improve client performance a bit.
I also wonder if a fusion reactor would be lighter than this since there are fewer total moving parts...
Very doubtful. Spewing steam blocks could conceivably affect tick rate, but it's going to do almost nothing to FPS.
Quite the opposite, I'm afraid. This is my fusion reactor - as you can see, it's in space, so no typical terrain/entities to render... and when looking at the turbines, I get about ten FPS, on a computer that normally handles "unbuilt-on" chunks at 50-60+ FPS easily. Reactorcraft is quite performant in terms of TPS impact, but it can be pretty damn rough on the FPS.
My CPU is an i5-7600k, so while not top of the line, it's definitely not particularly ancient or weak.
[ReactorCraft]
I updated to v23.
Ammonia recovered from HP-Turbine was greatly reduced.
(Probably 1/10 or less)
Has anything changed?
Sorry for not good at English.
Check its NBT data.
The solar plant is more than a hundred TESRs, which are expensive merely existing. There is no fix for this that is not a rewrite to the MC render engine.
Yes, it will. Spamming block updates causes the chunk to constantly rerender, defeating the caching system vanilla employs, and causing significant load on the renderer. This is doubly true when you have renderers which are designed to be in that cache, and thus expensive to recalculate, such as a lot of CC decoratives and carpenters blocks.
This is in fact one of the biggest sources of FPS lag in an endgame base, and is also the reason things like redstone clocks and steam grates are so expensive in them.
I figured the steam grate was probably the largest point of impact in a low pressure turbine, basically why I'm wanting to upgrade to high pressure but I'd need to replace my solar array with some kind of reactor. I've actually been really curious in finding how close I can get to self-sustaining resources with breeder reactor(s), so that will be my next big project to look forward to :3
Increase the tower height to 33, that should help I think. For both towers.
Advanced Rocketry and Reika's mods
If you're talking in regards to steam production, no. I've already maximized efficiency of ratio between mirror count and tower height
Oh, hmm. They're both outputting 15 mB/t? Then yeah, it might be time for a reactor, If you want to reduce mirrors only, it's ~72 mirrors and 33 towers for most hot molten sodium per mirror.
Advanced Rocketry and Reika's mods
Huh, I didn't realize the optimal proportion between water-cycling and sodium-cycling modes for the solar tower were so different. I find it kind of weird that the radius of mirrors is so small with an -insanely- high central tower to optimize output lol Solar tower powerplants in person, as far as I'm aware, have a tower height somewhere around like 1/3rd or 1/4th the radius of mirror array[earlier] Currently running tests for optimal ratio - presently at 77 mirrors and 9 tower segments and still producing 8mb/t of hot molten sodium, same as 32 (past 32 does not register) tower segments.
There seems to be a bit of buggy behavior between mirror/tower segment changes and the multistructure reinitializing its total power output. I had it at 8mb/t of hot molten sodium with one tower segment above mirror line with 77 total mirrors lol Once I brought the mirror count down to like 30 or 40ish it dropped suddenly to 1mb/t and would not increase until I added more tower segments. Let me know Reika if you would like me to try and further narrow down this behavior.
Yeah, it's weird. Normal solar needs something like four times the needed mirrors that sodium cycling needed last time I checked. How the towers work is each doubling of the height of the tower doubles the torque or I believe sodium production, to a certain point. Then, once you've reached 33 segments, you need to add mirrors to get to the highest output, which is 15mB/t, or about 1.5 heat exchangers, if I remember correctly
Advanced Rocketry and Reika's mods
My server seems to like spamming this message now for some reason lol
Do you have any fake players doing CrC things?
Advanced Rocketry and Reika's mods
not that I know of
It could be possible the ender quarry from Extra Utilities uses some kind of fake player entity to do its mining. I've been using it the past few days and I think that's the only thing that's different from before, so it's probably the cause
Yeah, I think there's an issue on the tracker for exactly that.
Advanced Rocketry and Reika's mods
I just put TreeClimbing on GitHub - I cannot believe I forgot to do that for this long.
Also, a new mod is under development:
Reika, would it be possible for the ElectriCraft and ReactorCraft handbooks use the type TOC handbook page (handbookguia.png) instead of type PLAIN (handbookgui.png) for their table of contents pages? This would match the behavior of the RotaryCraft book.