A good second tendency test is testing inserters swinging all the time against using the circuit network to control how often they swing.Ī general testing guidelines document can be found here. An example of the first tendency ingame tests have is testing an oil build with coal liquefaction versus advanced oil processing. This tells us the inherent efficiencies of each fundamental design element. These tests take the same essential design and modify a small part of it. The second usual type of ingame test is testing design A1 versus design A2. Set this up 3 times in a row, and you have 1/8 of a belt exiting and 7/8 returning. Firstly, comparing radically different designs A and B to gauge on a fundamental level which designs are more UPS efficient. So if you have a belt that runs into a splitter that sends half its output back, and half its output forward, and the back output gets merged back into the belt that goes into that splitter, then what you’ve done is sent 1/2 flow on and 1/2 flow gets cycled back. There are an extreme variety of designs possible, thus these type of tests will tend to fall into two different types of tests. We can set a targeted production rate and scale each design to meet or exceed that target. Hardware tests can enable us to better model our ingame tests to be most representative of actual megabase gameplay.Īs for ingame tests, these are tests in which we compare designs in the actual game. The goal being to maximize the size of the factory without succumbing to performance costs.Ī good example of a hardware test is to benchmark a map while at stock CPU frequency and then to benchmark that same map when overclocked. This website is dedicated to providing a archive of all performance tests done in and around the game Factorio. Home The essential website for maximising Factorio performance.
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