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I can't even play Slim GFFA without game interfering lag.


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#21 Casen

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Posted 15 September 2009 - 12:51 AM

Anywho, I haven't a clue why Kacen would have trouble with the campaigns. My specs are very similar. If it were hitting the memory addressing limit, it should crash... So all I can think of is that something else is eating RAM causing it to use the pagefile.

I've actually been hypothesizing that there's the distinct possibility I may have installed the mod incorrectly somehow?

Maybe it's loading too much, much more than it normally should even for the mod.

I notice that, for instance, when I play PR in Skirmish no maps appear in the "official maps" section. They're all in custom maps. And there's doubles of every map, yet the doubles are the same as far as I know.

I don't know what that means, but I'm thinking there's some overlapping of some sorts going on.

Interestingly other than that aforementioned weird map issue I have no problems with Skirmish whatsoever.

#22 Phoenix Rising

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Posted 15 September 2009 - 05:23 AM

I don't want to re-awake old subjects, but I think this needs to be said. Even with the slim campaign pack, it takes approximately 5 minutes to load GFFA. And when it's loaded, the lag is horrendous enough to sap all my enthusiasm to play. This is turned into a further annoyance when it takes nearly as much time to quit GFFA as it does to load it; it's literally faster to bring up the task manager and end the process.

Barring a major breakthrough in the future, GFFA will no longer contain more than 100 planets. Period. If you want more, it'll have to be at your own peril by modding an optional campaign back in. That should at least give us enough deniability to keep people from fixating on lag concerns while still allowing others to load every planet in the mod in a single campaign.

I've felt that the extremely powerful defense forces of many planets detracts from the Rebellion versus Empire gameplay, but that's just me.

Independent forces are central to the 4x feeling of the mod. In EaW, they were a joke, since you usually also had to conquer the entire galaxy to win. That's specifically not the case here: our campaign objectives will almost always involve either wiping out the Empire/Rebellion or completing some specific task. The rest of the galaxy is just along for the ride. They are the Outer Rim from Rebellion, if you will - except instead of being mostly barren, they are alive. It's up to the player to decide which are necessary for victory, but at the same time, don't lose sight of the objectives.

And perhaps if PR is eventually compiled into Mega Files or whatever, that might help with the loading.

True. I'll make a note to do that this time. There's really no good reason why I haven't before.

That's where we have a conundrum, though. A lot of players, me included, like having those epic campaigns available, as that's the air that PR is attempting to provide. Yet, there are others who want to have better playability. The question is: which direction will PR take? Demanding one or the other will upset certain parties, and demanding both will create more work for PR.

I'd like to think that if we are anything in a word, it would be "epic". But it still has to be playable. I've come to the conclusion that we'll probably upset everyone a bit in the next release, but I guess that's the art of compromise.

My CPU is fairly good, the way I see if most people playing this game aren't experiencing the Galactic Map Lag and slow startup like I am then they must have CPUs a huge amount more powerful than what I have, and since my CPU is fairly good, I just wonder what the mod is really geared towards...alienware super gaming computers?

For the record, we didn't add the lag just for fun; all we did was trailblaze. That Ghost's GFFA would perform the way it did was something we never anticipated. It's inexplicable, really, why FoC would run so poorly based on those changes... some aspect of it (that we haven't yet been able to isolate) must be terribly inefficient.

I just hate being criticized for innovating. Failure is part of the process. It's still better than the alternative, which is not even trying.

I would like to decrease the wait between releases though, so at least the failures aren't lingering all year...

I don't know how a quad core can cause the issue. I mean I'm not the best computer expert, and I know most games aren't made to take advantage of multi-cores, EaW being one of them, but I wonder how it's utilizing them. Is it only able to use one of my four cores? Or does it just use them all for the same task, unlike games like Supreme Commander which are made for multi-cores and specifically assign different game tasks for different cores.

From what I understand of all the multi-core stuff (And I'm no expert, so my thoughts are definitely not law) is that:
I think FoC will only run on one core, since it's apparently not designed to take advantage of multi-threading or whatever. Some other functions and programs running in the background, not related to FoC, may be shunted to other cores in order to heighten performance. Unfortunately, in order to really get that "2.4 GHz", all core power has to be combined. So really, you're technically running FoC on a processor that clocks in at some fraction of 2.4 GHz. The other core activity will come from those background programs and services.

Like I said, that's from my understanding, which is limited, so please don't take my word as law on this. Anyone else who knows more is completely welcome to correct me and prove me wrong.

I'll let you guys own physics, but I majored in computer science :sad:.

What Tropical Bob said is basically true: if you're running a game that's not multi-threaded on a quad core processor, that game can only take advantage of one core. To make use of all the cores, you need to be running at least four threads, game or otherwise (pretty much guaranteed on an OS). However, even if the game is multi-threaded, it's difficult to perfectly partition the workload into multiple threads, so you'll never utilize all the cycles available on every core. As Kacen mentioned, clock speed isn't everything with CPUs, but there are circumstances where something like a 4.0 GHz single-core or 3.0 GHz dual-core will outperform a 2.4 GHz quad-core - especially when running one CPU-intensive program that doesn't make good use of multi-threading, which is definitely the case here.

That said, I don't remember the official word - if there ever was one - on whether or not EaW actually supports multi-core processing. Assuming your findings haven't been tainted by a slew of background programs, it would seem to at least make some basic use of it (I'm not necessarily prepared to draw that conclusion just yet though). Either way, the bulk of the game is still going to be limited to a single core, so I wouldn't expect much difference in performance going from dual to quad or higher - the other stats are going to be more important for gaming. It's definitely the processor that's slowing you down in galactic... but I wouldn't expect it not to be playable. I don't know what to say :p.

I notice that, for instance, when I play PR in Skirmish no maps appear in the "official maps" section. They're all in custom maps. And there's doubles of every map, yet the doubles are the same as far as I know.

No, that's just EaW being quirky. It puts them in Custom because I had to add fighter factories to all of the vanilla maps. The doubling is just a glitch, but everyone should have it :grin:.

Edited by Phoenix Rising, 15 September 2009 - 05:27 AM.


#23 Casen

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Posted 15 September 2009 - 05:39 AM

Too bad we can't mod FoC into multi-threading...

Mm, regardless. I'm not criticizing you for innovating or anything...

Specifically my core is a Core2 Quad Q6600...I don't know if each individual core is too weak for the mod...I've honestly never had this lag problem with any other game, not even SupCom...tempted to say that, but yeah, it's made for multi-cores. Sins of a Solar Empire never gave me lag problems.

Maybe when I said unplayable I should have said laggy enough for me not to enjoy it...about half frame rate.

#24 Phoenix Rising

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Posted 16 September 2009 - 06:17 AM

Mm, regardless. I'm not criticizing you for innovating or anything...

No, that wasn't fair to imply that of you, but certainly others have. I just wanted to make a point. Like you said, no game should lag as much as GFFA does based on what I'm asking of it. Something about FoC is really, really wrong and we just need to find it (by brute force, sadly, as I don't think the devs can be of help at this point).

My best guess is that the free store is terribly inefficient, but I haven't so far been able to get noticeable improvements out of it. At any rate, I still hope to rewrite large portions of the AI for this release, so perhaps that will accidentally fix the problem.

#25 Invadious

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Posted 17 September 2009 - 06:57 PM

Today, the weirdest thing happened to me so far. The first time I started up Thrawn's Campaign it was around 15-25 FPS all the time, ever since I saved it and loaded it again it went really slow. But today, it switches between SUPER fast and VERY slow again :p I can't make a video to prove it because it will lag it up again, so you just have to take my word for it. I'll try to find out what makes it go that fast. The cause isn't a big loss in units or something, I just loaded the campaign again and it went very fast.

#26 Casen

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Posted 17 September 2009 - 10:00 PM

I've never had problems with The Thrawn Campaign or Operation Shadow Hand.

And I can safely say my lag with GFFA is consistent...haven't had a time when it randomly hasn't happened.

#27 Invadious

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Posted 17 September 2009 - 10:11 PM

I've never had problems with The Thrawn Campaign or Operation Shadow Hand.

And I can safely say my lag with GFFA is consistent...haven't had a time when it randomly hasn't happened.

I can play Operation Shadow Hand without a problem, Thrawn's Campaign is good as long as I don't save it and load it another time....

#28 Phoenix Rising

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Posted 18 September 2009 - 08:09 PM

I can play Operation Shadow Hand without a problem, Thrawn's Campaign is good as long as I don't save it and load it another time....

None of this makes any sense ;). I have no explanation for what goes on during EaW's save or load processes.

#29 jdk002

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Posted 22 September 2009 - 01:38 AM

Honestly.. the GFFA lag has to be something related to the way the AI deals with neutral forces. GFFA was completely playable without defense forces prior to 1.0 when I was playing it, now I can't even get GFFA or GFFA Lite to load. Personally, I think it's a hard-coded process that the devs didn't care about (surprise!) because it was not a concern. It's probably some idiot who used inefficient code and called it a day because he never thought the game would be used in such a manner (or at least from PG's viewpoint).

Would it be a bad idea to try to turn every planet into Rebel/Imperial/CSA and see what happens? Not for a final release but if someone could test this and see if the lag disappears? I seriously think this is related *directly* to the Black Sun Pirate faction, have you ever thought about making a fourth faction and straight up calling it Galactic Denizen's or something? I have a feeling the process that applies to the BSP faction *hopefully* does not apply to another custom made faction that has no real AI protocols other than to just sit there and do nothing. I would do this myself but I'm busy with school and the rest of my time is going towards maps I should have had done months ago. : x

As for the Thrawn Campaign lag and the loading times.. well, you got me on that one. If I had to guess I'd say it would be something related to the massive amount of data that FoC has to load and how poorly the engine handles it. I have a feeling if you Mega File it that could solve a lot of loading problems / this particular one.

I am just guessing on that one though. ; p

As GFFA, I really do think the "BSP faction" itself is messed up somewhere in the hard code and needs to be replaced. At least from my experience, the rise in units to the BSP or "yellow" faction if you will gave rise to more and more problems in GFFA. I think a fourth faction needs to be created to at least experiment with and see if it helps the lag, allowing the mod to keep its ridiculously epic nature.

Edited by jdk002, 22 September 2009 - 01:52 AM.


#30 Tropical Bob

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Posted 22 September 2009 - 09:24 AM

I don't think that it's related to one specific faction as you suggest. Perhaps it could be the way the AI deals with having to calculate things against two factions instead of one, but then replacing the Pirates faction with another wouldn't help with that. But then again, you could be right about hardcodes and whatnot.

If it is indeed the AI causing problems at any sort of rate, then maybe a small AI overhaul (Obviously not a full one, seeing as how damned hard and time-consuming that would be just to test a theory.) could be pushed up the priority list and released to the testers accepted in the tester thread.

Silly PG, release the source code so everyone can improve the game. Or maybe temporarily hire some community coders/modders/whatnot to overhaul the whole system for an official 1.2 patch (So they can keep making money and all that, the greedy bastages.).

#31 jdk002

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Posted 22 September 2009 - 05:47 PM

I have given thought to the fact it's how the "other" AI faction, either Rebel or Empire, deals with the increased number in the BSP faction. Even though I think that it's probably something hard-coded into the AI, it might be worth a shot to see if they hard-coded it into another neutral faction. The reason PG still withholds the source code to such an outdated engine is beyond me really, wish they would release it.

#32 Phoenix Rising

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Posted 22 September 2009 - 09:38 PM

Not a bad test case, but I think it's probably just the amount of units in general. I have previously disabled all AIs and run it to no improvement. That's why I suspect it's a free store issue. However, if it's as simple as it not liking the Pirate faction because it's non-playable, that can be changed fairly easily.

#33 Bloodreaper21131

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Posted 27 December 2009 - 02:54 AM

Not a bad test case, but I think it's probably just the amount of units in general. I have previously disabled all AIs and run it to no improvement. That's why I suspect it's a free store issue. However, if it's as simple as it not liking the Pirate faction because it's non-playable, that can be changed fairly easily.


The extreme lag has always been my consistent issue with the GFFA, So I decided to do two things. I completely removed the pirates from the conquest and brought my planet count down considerably to 72 planets needed to converse the entire map. None the less I always seem to slow down to a damn near stop around 25 - 30 week area. I never get an exception and my general specs are a 2gb cpu, 8600GT nvidia and 2 gb of ram at which only 500k is ever used while checking the process list when the game is running and to conclude i only ever hav 34 processes running max and which only one runs at 30 k. This is not a memory issue I feel strongly I can say. Anything I could do to help would be nice. just say so. ( not a hard core codder, I just know my way around some of the xmls ).

#34 Tropical Bob

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Posted 27 December 2009 - 07:37 AM

Well the AI seems to currently specialize in building large amounts of fighters, frigates, and smaller cruisers. The more the AI has to keep track of, the more the game will lag. So that might be part of it.

#35 Bloodreaper21131

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Posted 27 December 2009 - 09:38 AM

Well the AI seems to currently specialize in building large amounts of fighters, frigates, and smaller cruisers. The more the AI has to keep track of, the more the game will lag. So that might be part of it.


Ya no kidding they had 430 y wings alone amougst the other units, in my most recent test run. It was week 30 and they were still hyperspacing more units over and it was going slow but not stopping, not untill week 33 anyway lol.

I completely agree with this, including all of the hyperspacing that it does when moving units about the universe. Im just testing to see if the number of planets is playing a big role in comparision to all of the hyperspacing done. Im down to about 72 planets in total, roughly more empire/ less rebellion as i like to play with my SSDs more then mc120s and since it would make sense the less planets the ai has to move around too the less lag i might get.

i also feel the general space between the planets hurts me because of the backround size of the universe.

I have the ability to run 212( in total( 106 emp n 106 reb ) ) pop cap space battles with little to no lag, in addition the campaign and all of its maps take under a minute or less to load. If their were only a way to reduce all the running the AI does about the theater of war I might have something lol. Because lag isnt at its worst when its building the units and leaving them about planets, just when they move from all across the universe to Esseles to fight me above Corulag. i.e. of course

I also hear not to many play GFFA which to each is own but in my personal opinion it brings the most to the table.

SO maybe ill up the hyperspace speed and reduce 72 planets.

Edited by Bloodreaper21131, 27 December 2009 - 09:44 AM.


#36 Ghostrider

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Posted 08 January 2010 - 12:13 PM

Well the AI seems to currently specialize in building large amounts of fighters, frigates, and smaller cruisers. The more the AI has to keep track of, the more the game will lag. So that might be part of it.


SO maybe ill up the hyperspace speed and reduce 72 planets.



Just so you guys know, we are going to cap GFFA at 100 worlds.
Also, testing of Skyhook shows a very low (or no) lag, and we have some other thoughts that might help.

In any case, all GFFA (CW/IR & OR) campaigns are going to start with more player worlds and fewer pirate worlds, so that should also help.

These are not yet completed, though so I cant report on actual performance yet...

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#37 feld

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Posted 08 January 2010 - 07:25 PM

In any case, all GFFA (CW/IR & OR) campaigns are going to start with more player worlds and fewer pirate worlds, so that should also help.


This is a very good idea methinks...especially if the AI will start building infrastructure again.
v/r
feld

#38 StormReavan

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Posted 25 January 2010 - 05:15 AM

I doubt it has anything to do with your rig Kacen. My rig is almost identical to yours save I use a 3.0 Athlon 64x Dual Core processor, on Windows 7 Ult. I have the same things. Its smooth on Inner Rim, Outer Rim and Core Worlds. But when I load the whole Galactic, after the wonderful minutes of waiting only to be hit with the lag and then the minutes of wait to just get back to the main menu. I think it might be too much for the game itself to handle. The engine was probably not designed for that many planets.

#39 Tropical Bob

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Posted 25 January 2010 - 04:23 PM

To get back to the menu after a save, I would recommend ending the swfoc.exe process and restarting the mod. I've been getting loading times of around one minute or so lately after doing that instead of exiting normally.

#40 Ghostrider

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Posted 27 January 2010 - 06:29 PM

Hang in there guys.

The new versions we are testing at the moment play MUCH faster with significantly less lag.

Revised Core Wolrds is done. Revised Inner Rim is being tested and is also better. All I have to do is tidy up Outer Rim and reset GFFA from amended files.

Ill give a full report in due course.



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