[A17b] 'Jogging' lag when paths generated from AI overlap

Started by WR104, June 29, 2017, 10:44:19 AM

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WR104

Every single time when I create a new save and setup a massive indoor-farm project (or whenever it's already built), I begin to experience severe jogging-like lag, especially when multiple colonists walk into the area which can always result in overlapping paths being generated.

The lag is visualized by a brief freeze in FPS, followed by one frame of all pawns appear more forward than they should be, then another frame where the pawns are 'jumped' backwards by at least 2 cells, making them further back than where they're supposed to be, afterwards jog to their actual position given by the path generated for them. This goes on and on every fraction of a second, and is magnified by the number of pawns having their paths overlap with other paths, while also making the jogging lag occur more frequent.
It gets to the point where I have to abandon the save and make a new one by the time I finish the colony's complete layout. Just know that I am more into making permanent colonies rather than get to the end by either building a ship or travel to one.

I have included a screenshot of the upper region of my colony, which is where I'm working on said project. The area generally takes up about 1/5-1/3 of the colony's size depending on how far I'm in the save, and normally is put deep into a mountain to protect it from falling pods and even mechanoid ships, but as a tradeoff handle infestations which to me are far easier than those bloody mechs.

Screenshot has been modified to include the 'supposed' paths the colonists would take to enter the area, and color-coded to show how much lag it will inflict, red being the most severe, but once colonists are inside the indoor farm zones it seems to revert to normal.

The save does have a lot of mods, but none of them are to blame as they don't change the AI in any way. The ones you'll notice in the screenshot are: Buildable Terrain, LED lights, More Planning, and Industrialization.
However I am planning on making a degenerate version of the save that doesn't feature mods, just to confirm that it's the AI itself.

Is A18 going to deal with this issue? cause on A16 I have never experienced this before, and I tend to make performance-heavy pathfinding formations, like the one shown.

[attachment deleted by admin due to age]

ison

I can't think of any change in the pathfinding code which could cause these lags in A17 but not in A16. It would be great if you could see if it happens without any mods and upload a savefile.

A new region based pathfinder has been introduced in A17, but it's only used for very long paths.

ison

bump

Has anyone else experienced issues with pathfinder performance in A17 but not in A16?

// edit: since there were some changes to how pathing works in A18 we'll see if the same problem occurs in A18