RimWorld

RimWorld

TicksPerSecond
23 Comments
JessieFeathers 21 Aug, 2020 @ 10:27am 
1.2?
thorman123456789 29 Feb, 2020 @ 3:43pm 
update for 1.1?
pgames-food 28 Nov, 2019 @ 9:22pm 
thanks for making this mod, this will be useful to help me track which mod recently added is possibly running more things in the background...

is there any way that this mod's feature (maybe via another mod), can be used to run on the "mods" screen itself?

i ask this, because when i click the "mods" button, from the main menu, my cpu is always almost at 100% as though the mod screen is constantly trying to "process" something? over and over, when (in theory) all it should ever need to do is simply store the name of the list in memory, and only retrieve the txt and picture from the about folder, on-click?

im trying to find a way to find out what that mod screen is doing, or at least to try and understand why it is doing what it is doing :)

sorry if i didnt explain properly, i posted the same idea i think on rimmsqol but will try and find the post with more info
TheXev 20 Oct, 2019 @ 10:40am 
@Kenny Dave When ticks drop every few secounds, check your dev logs. Generally "hitching" like that is caused by a bad mod list order and can be corrected by changing the order.
Kalisti 10 Oct, 2019 @ 9:23am 
ok, anyone any clues why I only have 10 cps whilst using only 15% of the 1 CPU?
elfstone 4 Oct, 2019 @ 3:35am 
Hi sparr.. would be awesome if you could add an average TPS as well (probably similiar to linux load with 5 Seconds, 1 Minute, 5 Minutes). This would be quite helpful to do performance testing in order to find misbehaving mods...
YunoAloe 28 Sep, 2019 @ 3:01pm 
So anyone figured any biggest tick consumers yet?
Other_Olly 10 May, 2019 @ 5:18pm 
@Kenny Dave: I've read that it's caused by the work giver and that assigning fewer job types per pawn can help. That didn't seem to work for me, though, so YMMV.
Kenny Dave 18 Dec, 2018 @ 11:00pm 
Very useful, thank you :) I have decent numbers, which drop to <10 every few seconds. Can anyone explain how I should go about tackling this? There's nothing obvious on the dev log.

Ashen 7 Dec, 2018 @ 9:02pm 
Thanks for the explanation.
sparr  [author] 7 Dec, 2018 @ 11:02am 
FPS is how many visual frames the games draws in one second. Ticks Per Second is how many steps of the game simulation get calculated in one second. If you play at 1x speed the two will generally sync up, with one frame per tick, 60 FPS and 60 TPS. However, if your computer is slow, or your base is huge, or you play at a higher game speed, then often multiple ticks will be calculated per frame. In dev mode speed you will frequently see pawns jump multiple tiles when dozens of ticks get calculated between frames.
Ashen 7 Dec, 2018 @ 2:03am 
Is TPS similar to FPS?
Not The Face! 6 Dec, 2018 @ 8:32am 
So lately I've been trying to figure out which mods seem to have such a huge impact on my gameplay because end game it keeps getting slower and slower (and yes, I use RuntimeGC - even in Dev mode to clean all the blood and all the bodies after a raid - that helps but its still so slow!). After ripping out all mods and slowly introducing a few at a time, I've had to go by a gut feeling of whether gameplay was slowing down even a bit.

Then this appears. Now I know with certainty that my favorite must-have QOL mods have absolutely NO effect on performance as actual ticks/target ticks are pretty consistent 90% of the time.

I don't have the patience to set up tests but an enterprising YouTuber could use this to identify actual performance bottlenecks and their effect per the performance wiki and test out various popular mods.

Rate 10/10 for bringing modded Rimworld enjoyment back to my life.
#6 4 Dec, 2018 @ 11:12pm 
I haven't tried that in 1.0 yet, I always forget it exists
sparr  [author] 4 Dec, 2018 @ 9:48pm 
@Sixdd do you use the RuntimeGC mod? it does mid-game garbage collection to reduce unnecessary memory usage.
#6 4 Dec, 2018 @ 4:24pm 
This mod is pretty cool, sadly I now see that my lategame colony doesn't get past 220 tps :P
sparr  [author] 3 Dec, 2018 @ 8:21pm 
I will try to detach it from the realtime clock option once I learn a bit more about modding.
Charlotte 3 Dec, 2018 @ 8:10pm 
I don't use realtime clock either. It doesn't seem to show without it.
#6 3 Dec, 2018 @ 7:01am 
This looks nice, I've been wanting to see what my tickrate was. Is the tickrate display bound to the clock though? I don't use the realtime clock myself as I kept mixing up the clocks :p
Charlotte 2 Dec, 2018 @ 2:54pm 
Good mod