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About the lag


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#1 Casen

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Posted 13 July 2012 - 04:25 PM

I just built myself a new computer. 3.30 GHz i5-2500K

8 Gigabytes of Ram

2 Gigabyte GTX 560 Ti Graphics Card

SSD drive

Loaded Galaxy Far Far Away.

Whilst it is far more managable, the fact it is still laggy is unsettling. It slows to roughly half the speed when you select a planet with a reasonable amount of units on it.

It's quite clear that it's the engine bottlenecking. This game engine just can't handle it.


I should mention though the game loads MUCH faster, thanks to the SSD.

Edited by Kacen, 13 July 2012 - 04:32 PM.


#2 evilbobthebob

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Posted 13 July 2012 - 04:47 PM

Yeah, I'm aware of this, running on a PC with decent enough specs, and we've had reports from many others. There are some major changes we're making for v1.3 which are very likely to reduce lag a great deal, but we'll see exactly what effect they have.

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#3 Hanti

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Posted 06 October 2012 - 06:03 PM

About lag - I made some test to localize the source of the problem: is it the mod structure, units, errors, whatever?
Here are the results from different mods I played during tests.

The conclusion is that FPS (frame per seconds as reported by my FRAPS 3.5.9) CAN be changed in mod.

It's just the matter of items lying on the table (star map). In standard scenario Operation Shadow Hand it was 8 FPS max at start, but after removing a LOT of things (independent space forces, rebel and imperial starfighters) it raised to 29 FPS!
And now the game appeared to be playable :)

PS: I will try to test it again to remove only necessary things and post my results later. :)

FRAPS statistics
1. Thrawn's Revenge v2 - 91 planets 38 average FPS (week 1)
2. Absolute Corruption Mod 2.4 - 66 planets 93 average FPS (week 1)
3. Alliance 2.3X - 116 planets 58 average FPS (week 1) and 38 (week 7)
4. CLONE WARS mod v4 - 60 planets 36 average FPS (week 1)
5. FoC Realistic Galactic Civil War v1 - 55 planets 48 average FPS (week 1)
6. AotR 2.5 Beta - 92 planets average FPS 26 (week 115)
7. Republic at War - 70 planets 48 average FPS (week 1) and 38 (week 7)
8. Mod Strategic Improvement v0.95c - 196 planets 8-38 average FPS (week 1), 147 planets 14-28 FPS (week 1)
9. Phoenix Rising v1.1. 35 planets 60 average FPS (week 46 won campaign Shadow Hand, only remnants of oposition, and no lag)
10. Phoenix Rising v1.1. 37 planets 20 average FPS (week 54 won campaign Core Worlds, many independent worlds left intact)
11. Phoenix Rising v1.1. 35 planets 42 average FPS (week 1 campaign Shadow Hand start)
12. Phoenix Rising v1.2. 56 planets 4-8 average FPS (week 1 campaign Shadow Hand start)
13. Phoenix Rising v1.2. 65 planets 6-10 average FPS (week 1 campaign Thrawn's Offensive start)
14. Phoenix Rising v1.2+. 56 planets 29 average FPS (week 1 campaign Shadow Hand start AFTER removing forces)


PS (07.10): unfortunately during next tests speed drops to 18 FPS and there were temporarily frozen moments (0-4 FPS).

Edited by Hanti, 07 October 2012 - 08:17 PM.


#4 Darth Stalin

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Posted 08 October 2012 - 08:15 PM

Hanti, what's the "strategic improvement Mod"?

#5 Hanti

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Posted 09 October 2012 - 10:34 AM

Hanti, what's the "strategic improvement Mod"?


http://www.jeux-stra...ic-improvement/

It's in french language. It has very differentiation of ships, units, planets. Yet it is unstable in this version (still crashes on my PC). But I would consider it rather interesting (when they will make final version).

I like their infantry squads especially (something realistic and fun to play). One unit of eg. stormtroopers consists of command squad, rifle squads, anti tank squads, machine guns squads.

#6 Phoenix Rising

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Posted 11 October 2012 - 10:16 PM

Thanks for the comparison benchmark. We're still working on ways to improve galactic performance.



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