build r (18336)

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zakblood
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Re: build r (18336)

Post by zakblood »

logs and saves uploaded 1558
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no difference to mid game testing regarding speed or cpu & memory use for the 64bit exe anyway
zakblood
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Joined: Wed Nov 09, 2016 2:22 pm

Re: build r (18336)

Post by zakblood »

starting to use some more resources now, as some of my planets don't like the fact i've bombed a race into dust
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but still playable map takes a while longer to scroll but not by much, still plenty of resources left so will carry on to end of game and see end result :ugeek:
zakblood
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Re: build r (18336)

Post by zakblood »

as soon as most of the unhappiness went, game went back to normal
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while it was only a little bit sluggish, was enough to notice and as soon as it went, it scrolled a lot better, most or some may not notice it at all, i did as i have a trained eye :ugeek:
zakblood
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Re: build r (18336)

Post by zakblood »

mid to late game logs / saves upload 1562
zakblood
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Joined: Wed Nov 09, 2016 2:22 pm

Re: build r (18336)

Post by zakblood »

called it a day on this one, no slow down on the largest map with any amount of ships and planets active, only thing that slowed the game down once, was some unhappy people
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zakblood
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Re: build r (18336)

Post by zakblood »

1563 uploaded, test ended
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Arioch
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Re: build r (18336)

Post by Arioch »

Curious that morale problems affected performance.
zakblood
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Re: build r (18336)

Post by zakblood »

easy to reproduce, as can do it on a given turn, just bomb one planet and if you have enough planets already, as soon as all the red dots appear on the map planets and in the right hand side of the screen, you get a hit straight away, only noticed it as i had the resource monitor open, apart from that, the map moved slightly sluggish compared to it's normal easy glide, i'd guess on a less powerful pc you may notice it more, on my medium setup it's harder to really see, but noticeable enough to stand out, as right up to when i closed it, with 70 / 80% of the map uncovered and explored and 250+ planets taken, it' wasn't a problem at all, so for me it's not size that did it, it was population being unhappy for some reason, all logs and saves have been sent for this play test, so hopefully if will stand out why.

while it was only a cpu x2 almost and a 200mb increase in memory, it was enough to make the map that bit slower to move around, zooming in and out was slightly slower, need to test it really on a 2GB card on the same save as i'd guess that would be quite a bit slower.

cpu use, 9 to 20+ %
memory was 200mb to 800mb+

so even then well in line with spec released for game, on basic tools no measure of how much video ram it used.
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sven
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Re: build r (18336)

Post by sven »

zakblood wrote:so even then well in line with spec released for game, on basic tools no measure of how much video ram it used.
For the benefit of anyone who may be lurking in this thread: it appears that while Arioch and zakblood are both able to play on massive maps, my own machine is experiencing a great deal of difficultly loading zakblood's late game saves; and significant latency during gameplay in the early and mid game. I'm not sure why, exactly. (I've thus far found evidence of at least 2 different performance bottlenecks that appear to be causing significant memory thrashing -- optimizing these out looks like it could be a serious job.) Long story short: while some machines may well be able to run a 200+ star map, not all will. And atm, I don't have a terribly good sense of what the critical threshold is.
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