Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Somehow I doubt it's 'precision issues'.
https://youtu.be/zQp4XNB2bU4?t=18
Jace stated that there is a precision issue and I can pretty much confirm that. One of my machines was losing plastic over time even though it should get exactly enough plastic to do the task. And it was not an issue with the refineries as they are all full on crude oil and there is no backup of the residue or the plastic itself. I was losing 0.08 plastic per min or about 10 in 2 hours. And that is on a MK3 belt.
Edit: And here from Snutt:
https://www.youtube.com/watch?v=x2VBWUAqpoQ
It is a FP(floating-point i.e. decimals) precision issue specifically with the game/engine not because it is "how computers work."
Otherwise, scientific research with computers would be impossible.
More specifically, what's probably happening is that, per tick ,they need to be able to add/multiply n.123456789, but they game engine rounds/truncates it to n.123456. This isn't a problem when a belt/pipe only moves a few times, but that per-tick rounding error compounds at higher and higher speeds.
Factorio is probably coded specifically maybe even a custom engine to handle the ensure their floating-point calculations have enough precision.
It is a precision issue. Factorio uses a custom engine written in C++ which probably is built to handle the issues.
Floating point numbers in computers have both a single-precision (32 bit variable) and a double-precision (64 bit variable) variant.
The precision of the floating point numbers can be affected (depends on contained number) when a double-precision FP number is cast to a single-precision FP number, but the precision is ultimately related to how computers work.
Please have a look at this Microsoft page as it has a lot of information related to FP precision: https://learn.microsoft.com/en-us/office/troubleshoot/access/floating-calculations-info
But here is a small part of the page anyway:
Another interesting page regarding loss of precision: https://blog.demofox.org/2017/11/21/floating-point-precision/
And if you are interested in an article from a scientific standpoint: https://www.researchgate.net/publication/3422752_High-Precision_Floating-Point_Arithmetic_in_Scientific_Computation#read
This article was published in 2004 so the information may not be accurate for the current times:
I think you meant to reply to someone else because... you don't need to explain floating-point to me. Much of what you shared supports what what I said: it isn't something that's unfixable because 'computers.'