Mekanism

Mekanism

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Performance Issues w/ Mekanism Machines

catzs opened this issue · 17 comments

commented

According to Opis, Mekanism machines have a pretty high tick rate on the server, perhaps look at TE's code to reduce lag?

commented

What version of mekanism?

commented

8.1.3.231

commented

Mekanism Lag Test, All Setup, TPS
mekanism lag test all setup tps

commented

Mekanism Lag Test, All Setup, Opis
mekanism lag test all setup opis

commented

Mekanism Lag Test, Mekanism Setup, Opis
mekanism lag test mekanism setup opis

commented

Mekanism Lag Test, XU Setup, TPS
mekanism lag test xu setup tps

commented

Mekanism Lag Test, Mekanism Setup, TPS
mekanism lag test mekanism setup tps

commented

Mekanism Lag Test, XU Setup, Opis
mekanism lag test xu setup opis

commented

Mekanism Setup- Means Mekanism machines were placed
XU Setup- Means Extra Utilities pipes/nodes were placed
All Setup- Means Mekanism & XU items were placed
TPS was obtained from /cofh tps
MobiusCore & Opis are version 1.2.5
The reason that the XU nodes seemed to cause a bit more lag is that it was 7-10 transfer nodes with 4 stacks of world interaction upgrades making cobble, and 1 stack of speed upgrades.
The Mekanism machines had no speed upgrades, and were processing gold ore.
This was in a creative test flat world, so performance on a real world would be much more drastic.

commented

@catzs you do relise those numbers are actually micro seconds, even smaller then milliseconds - hence the symbol of μs

1 millisecond = 1000 μs

There is 20 ticks to a second so 1 tick = 5 seconds.
5 seconds = 5,000,000μs - 5 million μs per tick.

Bah too early let me try that again lol

50,000μs = 1 tick

commented

@spannerman79 Something's gone wrong with either your maths or your typing there. By that maths 1 second = 20 ticks = 20 * (5 seconds) = 100 seconds :p

A tick is 50ms, which is 50,000μs. Still a lot of μs, but not quite 5 million.

Anyway, I note that the worst Mekanism machine for tick time is an Elite Factory - To be expected, as it's effectively 7 machines working concurrently. Speed upgrades should have no effect on tick time. Looking at that profile, I see no real reason to believe Mekanism is significantly less server-friendly than ExtraUtilities, which I'm pretty happy with as I know server-friendliness is a priority for XU.

commented

Err re read as I did update my comment @unpairedbracket

commented

Oh sorry, seems I didn't refresh quickly enough.

commented

its ok @unpairedbracket, the moment i hit Comment i had a Homer moment - duh! lol

@catzs 23.514μs for a single tile that in essence 7 factories machines working at once is very good. Much better then having 7 furnaces with hoppers and chests setup via vanilla method

commented

Chiming in on this as well, I have a large server with several in-game users with about 360 elite factories going.. they are VERY tick friendly.

@catzs I think you really need to go back and evaluate your results from Opis. 87 microseconds is nothing in modded Minecraft.

commented

I can also confirm that this is nothing. Try having 8.1.1.228 with one mekanism fanatic consuming across his base area chunks over 200k microseconds... that's 4 ticks in update time. That was an absolute bitch... Especially as it was mainly coming from dynamic tanks that we couldn't afford to get rid of.

commented

Those tick times look very okay. I wouldn't call this an issue.