Any way to measure mod impact on performance?

Started by jager666, August 07, 2019, 02:31:57 PM

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jager666

Hi!

Since I saw the mod to measure startup time of each mod, I was wondering is there any way to benchmark the performance impact of each mod when running the game?

What I mean is when I use aroung 100 mods, the game is getting quite laggy on x3 and x4, especially when trader caravan is on the map. I have no red errors in the debug window, everything is sorted and dandy, but I wonder how I can pinpoint which mods slows the game that much?

I mean I have around 8 colonist, like 3 prisoners with Prison Labor mod and few animals and the game is quite stuttery on x3, even more so on x4. I remember it wasn't that bad before (or it was just less mods? :D). It would be nice for people with more powerfull PCs (I'm still rocking I7 2600K @ 4.8 Ghz) post their experiences as well, or some videos with bigger bases and how they run at that speeds. It might push me to upgrade to new Ryzen sooner than later. Thanks!

BlueTressym

As I've been given to understand it, AI mods are the biggest offenders when it comes to causing lag; someone told me when I posted some time back about lag issues that AI mods eat multi-cores for breakfast.  Most mods don't actually cause lag though and it's not about the actual numbers; many people just say "Too many mods, lol," but that's rather a cop-out.  It's the type of mod that matters.  I routinely use over 300 mods and don't usually have significant lag issues. 

Canute

Beside to use a stopwatch i don't know a mod that can give you the exact loading times. But i don't know all mod's on the workshop.
There are 2 mod that change the view of the loading
StartupImpact
https://github.com/AUTOMATIC1111/StartupImpact
Better Loading
https://ludeon.com/forums/index.php?topic=47892.0

jager666

I was talking about the actual tick/calculations impact while playing the game, I don't mind long loading times, I do mind abandoning the saves due to lag.

Hjkma

#4
First take TicksPerSeconds https://steamcommunity.com/sharedfiles/filedetails/?id=1579446607
For testing, the option Make full colony in the dev tool will be useful. You will immediately receive 20 colonists, all things, workshops and bills and this will be an opportunity to measure the performance of the game. Unpause game and look at the number of ticks and write down their average value. Then open the ModsConfing file (where it located you find on Google) with a text editor, start throwing the last n mods one at a time and measure the average tick value. Then return them and throw out the previous n mods and measure the average tick value. And so on one by one, until you make a list of the heaviest n mods that were dropped and without them there was an increase in the speed of the game. Among them, you can start dropping out unnecessary mods or measure which one takes longer by dropping and measuring average ticks.

For a slight increase in speed, you can try this mod https://steamcommunity.com/sharedfiles/filedetails/?id=1579958166

If you think that measuring and testing is not worth the time, then I will tell you that I had 400 mods and the average tick time was 100 at 4 speed. After testing, I threw out about 50 mods and the average tick time increased to 250 at 4 speed, while I have 350 mods and retain all the important and interesting features of the modpack. :)

jager666

Thanks a lot, Hjkma! That was exactly what I was looking for! I'll do some testing and post here If I'm gonna find anything usefull for the rest of the community.