X4: Foundations

X4: Foundations

TaterTrade
 This topic has been pinned, so it's probably important
DeadAirRT  [developer] 29 May, 2023 @ 2:42pm
SETA performance explanation
SETA makes the game run at higher speeds but does not reduce the amount of work. The game is attempting to do 4x to 6x the amount of work in a single frame than it normally has to.

  • How does it not just completely lock up the game then?
    It seems to cause the timing for individual frames to increase substantially to account for the additional workload. It may also impose a queue on actions that need to be completed within that frame that are newer, to be pushed into later frames.

  • What does this have to do with deadtater (and in a lesser amount, tater trader)?
    DeadTater and TaterTrader are designed to have minimal performance impact by reducing the amount of processing required PER frame. They split up calculating the sectors allowed when double checking blacklist restrictions, they split up how many trades they calculate per frame, and they request the trade in a different frame to avoid all requesting the exact same trade in one frame. This helps to avoid stutter or spikes but has one major issue: it actually makes the scripts affected by frames (more correct term would be clock cycle I believe). The reason they seem to do nothing during SETA is not because the script doesn't work, but they take a very long time because of the performance optimizations because the time between data processing becomes greatly increased.

  • Is there a solution to this?
    Yes and no. I could potentially make them perform just as well during SETA at the expense of regular gameplay, but that is not something I am willing to do.