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Lag Question


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#1 Guest_StarWars_*

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Posted 26 January 2009 - 03:09 AM

Ok, first off I know this really doesn't apply to PR, but since it seems that no one has really addressed this on the regular forums I was wondering if anyone came up with a fix. I seem to have a problem with it slowing down drastically after each week. Does anyone know what causes this, it happens in every campign, when i was playing vanilla in FOC it happened, etc.

#2 anakinskysolo

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Posted 26 January 2009 - 06:46 PM

Its very simple: as the enemy AI expands, it uses more CPU or RAM than the pirates, that have no AI.

#3 Guest_StarWars_*

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Posted 26 January 2009 - 08:31 PM

Its very simple: as the enemy AI expands, it uses more CPU or RAM than the pirates, that have no AI.

I don't think that's it, since they only captured probably one planet once, and my weeks went slower after each week past :thumbsupsmiley:

#4 Kitkun

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Posted 26 January 2009 - 09:51 PM

Also, the same way the standard 1.1 campaigns lagged, AI spamming units will lag the game. Send a few units to one of their worlds and destroy some stuff. (I'm gonna go out on a limb and say that was probably why the pop cap was originally introduced.)

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#5 Phoenix Rising

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Posted 09 February 2009 - 11:29 PM

It could just as likely be the units that you're building.

#6 Aizen Teppa

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Posted 10 February 2009 - 10:47 AM

It could be only me, but when I scaled down all Planets = 1.0 and then futher to 0.8. Also reduced Mass = 0.8 lag is virtually gone (and I play only on HARD, AI building tons of ships, but not bases tho...) in every campaign except GFFA which is simply massive and as such removing lag completly is not possible. Now I working on better map positioning - clicking nightmare. :p

My theory is that CPU wasting a lot of time to calculate every planet separately (and EAW/FOC doesnt support dual/quad core). One planet = 1.35, other 1.732 or 2.305 and so on. Even with 50 or so planets CPU is clogged up completly in space of minutes. When all planets are the same, there is significant increase in performance. Also RAM usage went down. From ~920-960 MB to 600-750 MB. Loading game/campaign takes a dozens or so seconds instead of 2 minutes (except GFFA). :p

And finally playing PR on 64bit system is a big mistake. I have both 32b and 64b systems. Exact copies of every file. 64b version is so slow (including smallest campaign - CW) that no tweak will improve it (x86 emulation/translation kills whole performance).

I hope it helps. Cheers!

#7 coinich

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Posted 10 February 2009 - 06:56 PM

Odd on the 64bit thing; I'm certain I played it on Windows 7 beta, and experienced no problems...

#8 Kitkun

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Posted 10 February 2009 - 07:10 PM

That suggestion makes a bit more sense when fully explained. I'll have to go try it out.

What does mass do for planets, anyway?

Edit: Minimal impact for me. Here's a copy with all planet's mass changed to 0.8 and scale to 1.25 anyways. You can do a replace all in Notepad++ easily in this one.
Edit 2: WTF? What'd Revora do with my attachment? Oh, it won't let me upload. I'll stick it in my mini-mod topic.
Edit 3: Alright, Revora isn't allowing me to upload anything anymore.

Edited by Kitkun, 22 February 2009 - 10:31 PM.

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#9 Phoenix Rising

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Posted 10 February 2009 - 08:40 PM

That might make sense for the sake of rotation, but I don't know why it would otherwise. Would anyone be willing to delete the rotation animation for a certain planet model (one of the custom ones I did would be easiest) and replace every planet with that model and see if that does anything? If scaling them the same helps, then that should help even more... at least in theory; the engine doesn't always make sense :).

#10 Kitkun

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Posted 10 February 2009 - 08:47 PM

Low graphics already disables rotation, and that has little effect either.

Edited by Kitkun, 10 February 2009 - 08:47 PM.

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#11 Phoenix Rising

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Posted 10 February 2009 - 08:49 PM

I have no idea why changing the scale factor or mass would do anything then.

#12 Guest_Guest_Jason_*_*

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Posted 21 February 2009 - 07:16 PM

It could be only me, but when I scaled down all Planets = 1.0 and then futher to 0.8. Also reduced Mass = 0.8 lag is virtually gone (and I play only on HARD, AI building tons of ships, but not bases tho...) in every campaign except GFFA which is simply massive and as such removing lag completly is not possible. Now I working on better map positioning - clicking nightmare. :p

My theory is that CPU wasting a lot of time to calculate every planet separately (and EAW/FOC doesnt support dual/quad core). One planet = 1.35, other 1.732 or 2.305 and so on. Even with 50 or so planets CPU is clogged up completly in space of minutes. When all planets are the same, there is significant increase in performance. Also RAM usage went down. From ~920-960 MB to 600-750 MB. Loading game/campaign takes a dozens or so seconds instead of 2 minutes (except GFFA). :p

And finally playing PR on 64bit system is a big mistake. I have both 32b and 64b systems. Exact copies of every file. 64b version is so slow (including smallest campaign - CW) that no tweak will improve it (x86 emulation/translation kills whole performance).

I hope it helps. Cheers!


Sorry about that.

What file(s) do you edit to do this?

Thanks,
J

Edit: Merged.

Edited by Phoenix Rising, 24 February 2009 - 01:14 AM.


#13 Kitkun

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Posted 22 February 2009 - 10:31 PM

Planets.xml.

You have to change it all by hand, though.
If you PM me an email address, I can send you a copy with changes already made. For some reason, the forum says I don't have the permission to upload things anymore.

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#14 Guest_Guest_Jason_*_*

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Posted 23 February 2009 - 12:36 AM

Planets.xml.

You have to change it all by hand, though.
If you PM me an email address, I can send you a copy with changes already made. For some reason, the forum says I don't have the permission to upload things anymore.



I actually made those changes, and it doesn't appear to have made a difference. It's just so many darn units... 4GB of memory doesn't seem to be enough.

Can I actually task more physical/virtual memory to the app to improve performance, do you think?

J

#15 Kitkun

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Posted 23 February 2009 - 01:48 AM

It's complicated. Doesn't work, either. The limiter is the processor.

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#16 TopAce

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Posted 05 July 2010 - 01:50 PM

Bumping this up a bit. When playing inner or outer GC maps game is veeeeery slow. (5 to 10) FPS so anything i do takes forever. Anyone found out way to improve performace on galactic mode? Could disabling pirate or neutral AI help? Or something like that?

#17 Ghostrider

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Posted 05 July 2010 - 02:57 PM

Bumping this up a bit. When playing inner or outer GC maps game is veeeeery slow. (5 to 10) FPS so anything i do takes forever. Anyone found out way to improve performace on galactic mode? Could disabling pirate or neutral AI help? Or something like that?


Oh. yes.
We found a fair few things. Part of the total revamp of the campaigns was to take account of some of these factors.
In Core Worlds we introduced the CSA as a non-player AI faction, which reduces the size of the Pirate faction.
Secondly, in all the GFFA-type theoretical campaigns we have increased the number of player starting worlds, in some cases significantly (5 for Core / 8 inner Rim & 12 for Outer Rim & 18GFFA)
This will reduce lag as it reduces the size of the pirate fleet.

Thirdly we found a bug in the original mapping codes that added a miniaturised level 5 starbase under each planet, and removed it. This greatly increased lag when left in play. - That was a long time ago, and I can't remember if we cut the offending item before or after V1.1 was released.

Fourth. GFFA and OR have been capped to 100 worlds.

Finally, it's down to me in the coding. The more unit variation you have the more lag. So I have to try and balance fun and planetary interest with lag. Basically its better to have a fleet of 20 Z-95-I3's than 5 Z's, 4 ARC-170's, 2 YT1300's and 8 Mankvims, but less interesting to fight. So for OR and GFFA I will probably simplify the fleets slightly compared to Core and Inner Rim.

PR - Did I miss anything - like the AI coding???

The current version that we are testing has a lot more in it and less lag. :p

#18 TopAce

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Posted 05 July 2010 - 07:39 PM

Bumping this up a bit. When playing inner or outer GC maps game is veeeeery slow. (5 to 10) FPS so anything i do takes forever. Anyone found out way to improve performace on galactic mode? Could disabling pirate or neutral AI help? Or something like that?


Oh. yes.
We found a fair few things. Part of the total revamp of the campaigns was to take account of some of these factors.
In Core Worlds we introduced the CSA as a non-player AI faction, which reduces the size of the Pirate faction.
Secondly, in all the GFFA-type theoretical campaigns we have increased the number of player starting worlds, in some cases significantly (5 for Core / 8 inner Rim & 12 for Outer Rim & 18GFFA)
This will reduce lag as it reduces the size of the pirate fleet.

Thirdly we found a bug in the original mapping codes that added a miniaturised level 5 starbase under each planet, and removed it. This greatly increased lag when left in play. - That was a long time ago, and I can't remember if we cut the offending item before or after V1.1 was released.

Fourth. GFFA and OR have been capped to 100 worlds.

Finally, it's down to me in the coding. The more unit variation you have the more lag. So I have to try and balance fun and planetary interest with lag. Basically its better to have a fleet of 20 Z-95-I3's than 5 Z's, 4 ARC-170's, 2 YT1300's and 8 Mankvims, but less interesting to fight. So for OR and GFFA I will probably simplify the fleets slightly compared to Core and Inner Rim.

PR - Did I miss anything - like the AI coding???

The current version that we are testing has a lot more in it and less lag. :p



Yay. Very nice to hear that. Gimme gimme 1.2. :popcorn:
Yeh, noticed that starting fleets of each player are very strange. Like tie starfighters etc for rebels. And theres lotsa different units in starting fleets.

Also as a side note for some really strange reason when ever keep neutral or pirate planet targeted while in campaign mode, game goes way smoother. And when i go back to my own planets, heavier lag is back. Anyone else noticed this or am i totally barking at wrong tree?

#19 Phoenix Rising

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Posted 05 July 2010 - 08:23 PM

Yeh, noticed that starting fleets of each player are very strange. Like tie starfighters etc for rebels. And theres lotsa different units in starting fleets.

That's by design. We're trying to show a definite transition from Clone Wars tech to our tech trees.

#20 Panzer VI Tiger

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Posted 20 November 2010 - 11:33 PM

Thirdly we found a bug in the original mapping codes that added a miniaturised level 5 starbase under each planet, and removed it. This greatly increased lag when left in play. - That was a long time ago, and I can't remember if we cut the offending item before or after V1.1 was released.


Wait, how exactly did you remove the starbase under the planet? Can I do this in the 1.1 installation?

Edited by Panzer VI Tiger, 20 November 2010 - 11:33 PM.




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