4 ms·
It's not like the CPU looks at the FPS to decide how to clock. Factorio has extremely variable CPU demand as your base grows.
by FeepingCreature 4y ago
It's not like the CPU looks at the FPS to decide how to clock. Factorio has extremely variable CPU demand as your base grows.
- jrmg 4y agoModern CPU and scheduler combos will in fact try to do that or, at least, do something that has that as a second order effect. They’ll try to run the CPU at a speed that evens out regular bursts into steady loads, on the lowest power core on which that’s possible to do. Edit: although, for that to work for this workload Factorio itself would need to be updating at a steady 60 updates/s, which I guess is not actually the case here…
- FeepingCreature 4y agoI mean, sure, if Factorio was running at 60 stably the CPU would downclock until it was just about keeping up. My point is more that artificially running Factorio at unlocked tickrates (above 60) makes sense for a benchmark, because if it can hit 115 in that map that tells you it'll be able to keep 60 in a map that's twice as big. Ie. I'm saying it's not like the CPU is using a different mode below 60 and above 60 as long as the tickrate is unlocked; there's nothing special about 60, it just happens that's what Factorio is normally limited to.