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Friday Facts #315 - New test servers
We recently bought and assembled some high-end PCs, with the hope to gauge the performance, speed up running tests, and potentially consolidate the number of servers we are maintaining internally. The two lucky CPUs were a i9-9980XE 18-core and a Ryzen 3900X 12-core.
We are using the time to complete our test suite in 'heavy mode' as a benchmark. Heavy mode basically saves and reloads the game each tick, and compares a CRC of the map from before and after. It is super slow to run, but the heavy test is critical to help find any possible determinism issues. There is some more info on 'heavy mode' in FFF-63. As a baseline, the 'standard' CPU in the office for developers is the i9-7900x 10-core, which runs heavy tests in about 530 seconds. In real time this is 8 minutes and 50 seconds, a long time for a team member to sit around for results before they can push. We can do better! As you would expect, the new 18-core was blazing fast, with a test time of about 400 seconds, shaving off over 2 minutes. However the Ryzen was a different story, with a test time of about 600 seconds. This goes against what we predicted, where more cores and higher frequency mean lower test times. The initial results from the 12-core Ryzen were worse than from the 10-core Intel; not a good start. So I did some digging and some research, and the answer I arrived at was RAM. When we ordered the parts, not much thought was given to the selection of RAM, just some standard 16GB 2666MHz sticks to fill all the slots. Luckily, I looked on a local Czech website, and they had some stock of the brand new G.SKILL 3600MHz Trident RGB Neo, a high performance RAM stick made exactly to suit our new Ryzen CPU. After installing the new RAM, we had a test result that better matched our expectations: 450 seconds. We knew beforehand that Ryzen liked fast RAM, but we didn't realize how significant of a difference it could make. So now we have set up both these new machines to run tests automatically after each commit, and we are very happy with the result. The new i9-9980XE can compile and run heavy tests faster than our old i7-4790K can compile and run just normal tests. Having it run automatically also frees up individual developers from the responsibility of running heavy tests locally, so they can just push as normal and continue working.
Alongside building the new servers, we also had some new storage shelves installed in the server room. So this week I spent some time moving the servers from their old home (of the floor) onto the new racks, and moving a lot of the 'PC junk' (cables, mice, fans, spidertron, keyboards, SSDs, headphones etc.) that had accumulated around the office into the server room.
We now have 10 servers, some run tests, some do the deployments, etc. We are hoping to reduce this number in the future, as we can have 1 beefy PC do the work that is currently handled by multiple older/slower ones.
This week I spotted a Reddit post by /u/Bladjomir. It is a video of this modded base after he had respawned all the biter bases. I was really in awe at just how different the game can 'feel' once you started adding and combining mods (especially when it is coupled with the classic Red Alert 2 soundtrack). So I messaged Bladjomir asking if I could include his video in this Friday facts, and he took the time to create a brand new video for us to showcase: https://youtu.be/Qekvxw9t7zo As someone who grew up playing the old school RTS games, these videos really hit on some nostalgia for me. What I am really proud of, on behalf of the team here, is just how well the game supports mods. It really is just so amazing to me that we have a engine now that can be extended and overhauled by mods and just works. There will be a time when Factorio base game is finished, when we have made the game we set out to make. Yet even though our vision is complete, anybody can come along and implement their own ideas, rework what we have done, and even (theoretically) turn off the base mod and make essentially their own new game in the engine. So in the (super) long run, I believe that mod support will be critical to keep the game and community alive, and continuing to improve the modding capabilities of the game is a strong possibility for post 1.0 support/updates. As always, let us know what you think on our forum.
[ 2019-10-04 12:53:34 CET ] [ Original post ]
Read this post on our website.
New test servers
We recently bought and assembled some high-end PCs, with the hope to gauge the performance, speed up running tests, and potentially consolidate the number of servers we are maintaining internally. The two lucky CPUs were a i9-9980XE 18-core and a Ryzen 3900X 12-core.
We are using the time to complete our test suite in 'heavy mode' as a benchmark. Heavy mode basically saves and reloads the game each tick, and compares a CRC of the map from before and after. It is super slow to run, but the heavy test is critical to help find any possible determinism issues. There is some more info on 'heavy mode' in FFF-63. As a baseline, the 'standard' CPU in the office for developers is the i9-7900x 10-core, which runs heavy tests in about 530 seconds. In real time this is 8 minutes and 50 seconds, a long time for a team member to sit around for results before they can push. We can do better! As you would expect, the new 18-core was blazing fast, with a test time of about 400 seconds, shaving off over 2 minutes. However the Ryzen was a different story, with a test time of about 600 seconds. This goes against what we predicted, where more cores and higher frequency mean lower test times. The initial results from the 12-core Ryzen were worse than from the 10-core Intel; not a good start. So I did some digging and some research, and the answer I arrived at was RAM. When we ordered the parts, not much thought was given to the selection of RAM, just some standard 16GB 2666MHz sticks to fill all the slots. Luckily, I looked on a local Czech website, and they had some stock of the brand new G.SKILL 3600MHz Trident RGB Neo, a high performance RAM stick made exactly to suit our new Ryzen CPU. After installing the new RAM, we had a test result that better matched our expectations: 450 seconds. We knew beforehand that Ryzen liked fast RAM, but we didn't realize how significant of a difference it could make. So now we have set up both these new machines to run tests automatically after each commit, and we are very happy with the result. The new i9-9980XE can compile and run heavy tests faster than our old i7-4790K can compile and run just normal tests. Having it run automatically also frees up individual developers from the responsibility of running heavy tests locally, so they can just push as normal and continue working.
Server room organization
Alongside building the new servers, we also had some new storage shelves installed in the server room. So this week I spent some time moving the servers from their old home (of the floor) onto the new racks, and moving a lot of the 'PC junk' (cables, mice, fans, spidertron, keyboards, SSDs, headphones etc.) that had accumulated around the office into the server room.
We now have 10 servers, some run tests, some do the deployments, etc. We are hoping to reduce this number in the future, as we can have 1 beefy PC do the work that is currently handled by multiple older/slower ones.
Community Spotlight - Nauvis Invasion
This week I spotted a Reddit post by /u/Bladjomir. It is a video of this modded base after he had respawned all the biter bases. I was really in awe at just how different the game can 'feel' once you started adding and combining mods (especially when it is coupled with the classic Red Alert 2 soundtrack). So I messaged Bladjomir asking if I could include his video in this Friday facts, and he took the time to create a brand new video for us to showcase: https://youtu.be/Qekvxw9t7zo As someone who grew up playing the old school RTS games, these videos really hit on some nostalgia for me. What I am really proud of, on behalf of the team here, is just how well the game supports mods. It really is just so amazing to me that we have a engine now that can be extended and overhauled by mods and just works. There will be a time when Factorio base game is finished, when we have made the game we set out to make. Yet even though our vision is complete, anybody can come along and implement their own ideas, rework what we have done, and even (theoretically) turn off the base mod and make essentially their own new game in the engine. So in the (super) long run, I believe that mod support will be critical to keep the game and community alive, and continuing to improve the modding capabilities of the game is a strong possibility for post 1.0 support/updates. As always, let us know what you think on our forum.
[ 2019-10-04 12:53:34 CET ] [ Original post ]
Factorio
Wube Software LTD.
Developer
Wube Software LTD.
Publisher
2020-08-14
Release
Game News Posts:
506
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(164072 reviews)
The Game includes VR Support
Public Linux Depots:
- Factorio Linux64 [306.86 M]
- Factorio Linux32 [300.1 M]
Available DLCs:
- Factorio: Space Age
Factorio is a game in which you build and maintain factories. You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies. In the beginning you will find yourself chopping trees, mining ores and crafting mechanical arms and transport belts by hand, but in short time you can become an industrial powerhouse, with huge solar fields, oil refining and cracking, manufacture and deployment of construction and logistic robots, all for your resource needs. However this heavy exploitation of the planet's resources does not sit nicely with the locals, so you will have to be prepared to defend yourself and your machine empire.
Join forces with other players in cooperative Multiplayer, create huge factories, collaborate and delegate tasks between you and your friends. Add mods to increase your enjoyment, from small tweak and helper mods to complete game overhauls, Factorio's ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of the Scenario pack, available as free DLC. If you don't find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay.
Discount Disclaimer: We don't have any plans to take part in a sale or to reduce the price for the foreseeable future.
Join forces with other players in cooperative Multiplayer, create huge factories, collaborate and delegate tasks between you and your friends. Add mods to increase your enjoyment, from small tweak and helper mods to complete game overhauls, Factorio's ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of the Scenario pack, available as free DLC. If you don't find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay.
Discount Disclaimer: We don't have any plans to take part in a sale or to reduce the price for the foreseeable future.
What people say about Factorio
- No other game in the history of gaming handles the logistics side of management simulator so perfectly. - Reddit
- I see conveyor belts when I close my eyes. I may have been binging Factorio lately. - Notch, Mojang
- Factorio is a super duper awesome game where we use conveyor belts to shoot aliens. - Zisteau, Youtube
MINIMAL SETUP
- OS: Linux (tarball installation)
- Processor: Dual core 3Ghz+Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 3.3 core. DirectX 10.1 capable GPU with 512 MB VRAM - GeForce GTX 260. Radeon HD 4850 or Intel HD Graphics 5500
- Storage: 3 GB available space
- OS: Linux (tarball installation)
- Processor: Quad core 3GHz+Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: OpenGL 4.3 core. DirectX 11 capable GPU with 2 GB VRAM - GeForce GTX 750 Ti. Radeon R7 360
- Storage: 3 GB available space
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