Hey, Ever since I have gotten a job I have been able to take a look at various things with various large programs, particularly modded games and the issue of lag.
Anyway, while doing so, and monitoring a few tech emails I get, I came across a newsletter which might have some relevant information. I won't mention specifics now due to uncertainty, but I think Ive getting closer to the lag problem.
Anyway, in order for me to verify a few things, I got to ask the community a few questions.
How much ram do you have? Do you know the speed/type of the ram? What is the Brand, Size, and Series of HD you are using? Does anyone here use RAID? Does anyone here use SATA, or do you all use IDE? Are you using a 64bit OS, or a 32 bit OS? Are you using Vista, or XP? Do you know how busy your CPU is when playing the game (Galactic mode)? (I only need the highest Core usage %) What FPS are you getting (Only in galactic mode, if your getting alot of lag in tactical mode, its fixable VIA upgrading.) And most importantly, How much Memory does the game use when it gets extremely laggy?
In order to really narrow this down, I need at least 7 replies, preferably about 10-12. It would also be best if atleast half of them were 64 bit users.
And no, I am not thinking about the maximum ammount of memory a 32 bit OS can use.
You can determine info about your HD (and probably most of the other stuff) by using http://www.cpuid.com/pcwizard.php
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turbotails23
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Ive think ive located a trail......to the cause of the lag.
21 April 2009 - 01:00 PM
Does anybody know how to prevent planets from rotating?
25 December 2008 - 07:20 PM
Does anyone know if there is a way to prevent planets from rotating, WITHOUT the use of a multiplier?
I Found this
In addition, does anyone know of any scripts that would allow for a player to see a timer countdown when a AI fleet enters hyperspace?
I have theorized that rotating planets may use up a fair bit of CPU. (Supposing that you have 137 planets, and the CPU processes an item which dictates speed, and it refreshed/moved (or planet rotated) 10 times a second, that would be 1370 calculations every second.
In addition, I have reason to believe that lag created by the AI when making hyperspace jumps is either because of (A) the ai is unable to track the fleet while in hyperspace--thus it comes to a dead end, or (B) it runs time estimates while in hyperspace, and due to the computers love for hyperspace, has to deal with several time estimates--That could have been placed in to leave a tag for AI efficiency--For finding the most suitable planet to group together a fleet, and hyper there, or © because the hyperspace speed is constantly recalculated and set against a multiplier.
I Found this
<Loop_Idle_Anim_00>no</Loop_Idle_Anim_00>and changed it to
<Loop_Idle_Anim_00>no</Loop_Idle_Anim_00>but the planet continues to rotate.
In addition, does anyone know of any scripts that would allow for a player to see a timer countdown when a AI fleet enters hyperspace?
I have theorized that rotating planets may use up a fair bit of CPU. (Supposing that you have 137 planets, and the CPU processes an item which dictates speed, and it refreshed/moved (or planet rotated) 10 times a second, that would be 1370 calculations every second.
In addition, I have reason to believe that lag created by the AI when making hyperspace jumps is either because of (A) the ai is unable to track the fleet while in hyperspace--thus it comes to a dead end, or (B) it runs time estimates while in hyperspace, and due to the computers love for hyperspace, has to deal with several time estimates--That could have been placed in to leave a tag for AI efficiency--For finding the most suitable planet to group together a fleet, and hyper there, or © because the hyperspace speed is constantly recalculated and set against a multiplier.
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