build r (18336)

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zakblood
Posts: 275
Joined: Wed Nov 09, 2016 2:22 pm

build r (18336)

Post by zakblood »

on test

500 star maps :ugeek:

64 bit test first, then a 32bit one later, as long as you don't bring out another update between tests :mrgreen: :ugeek:
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zakblood
Posts: 275
Joined: Wed Nov 09, 2016 2:22 pm

Re: build r (18336)

Post by zakblood »

setup
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zakblood
Posts: 275
Joined: Wed Nov 09, 2016 2:22 pm

Re: build r (18336)

Post by zakblood »

baseline on setting up game
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zakblood
Posts: 275
Joined: Wed Nov 09, 2016 2:22 pm

Re: build r (18336)

Post by zakblood »

time to in game 20 seconds, pc used i7 2700k @ 4.17 GHZ 16GB ram DDR3, SDD and a 4GB Nvidia 960 card on windows 10 home AE 64bit version and 64bit used
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zakblood
Posts: 275
Joined: Wed Nov 09, 2016 2:22 pm

Re: build r (18336)

Post by zakblood »

32bit test run, same setup as above
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baseline as expected, higher cpu use on load, lower memory used in game
zakblood
Posts: 275
Joined: Wed Nov 09, 2016 2:22 pm

Re: build r (18336)

Post by zakblood »

in game on setup, timed to planet view
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zakblood
Posts: 275
Joined: Wed Nov 09, 2016 2:22 pm

Re: build r (18336)

Post by zakblood »

2
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loading the stars
zakblood
Posts: 275
Joined: Wed Nov 09, 2016 2:22 pm

Re: build r (18336)

Post by zakblood »

36 seconds to in game first screen
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zakblood
Posts: 275
Joined: Wed Nov 09, 2016 2:22 pm

Re: build r (18336)

Post by zakblood »

conclusions from these basic tests, increasing the amount of stars does add to more cpu and memory use, but if the 64bit exe is used, the amount isn't as high, need some data now on mid to late game tests to see what difference that makes on the overall score etc.

but imo so far, game is very well optimized.
SYSTEM REQUIREMENTS

MINIMUM:
OS: Windows XP, Vista, 7, 8, 10
Processor: Intel Core 2.6 GHz or equivalent
Memory: 4 GB RAM
Graphics: ATI Radeon HD 4000 Series or better
Storage: 3 GB available space
Additional Notes: Stars in Shadow requires the OpenGL framebuffer extension. This extension is present on almost all graphics drivers released after 2010, but laptops made before 2010 with vendor-locked graphics drivers may not be able to run the game.
would be ok for smaller maps and games, but wouldn't like to play a 500 star map with 8 races on a low end spec
RECOMMENDED:
OS: Windows 7,8,10
Processor: Intel Core Duo 3.0 GHz or equivalent
Memory: 8 GB RAM
Graphics: NVIDIA Geforce 400 Series or better, 1 GB RAM
Storage: 3 GB available space
more than plenty for a modern setup to cope with, with either a 32bit or 64bit version used as it is, onboard vga will always be an issue as already stated and as user have been made aware, not an issue either imo.
zakblood
Posts: 275
Joined: Wed Nov 09, 2016 2:22 pm

Re: build r (18336)

Post by zakblood »

a slight pause when you end the turn, noticeable but nothing that gets picked up on either increased cpu or memory use, back on the 64bit exe for mid game testing
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with the graph showing steady cpu and memory use in game and on AI turn
zakblood
Posts: 275
Joined: Wed Nov 09, 2016 2:22 pm

Re: build r (18336)

Post by zakblood »

uploaded game logs 1554
zakblood
Posts: 275
Joined: Wed Nov 09, 2016 2:22 pm

Re: build r (18336)

Post by zakblood »

my opinion would be also on this massive scale to have the ability to not show planets which have been set to auto re do one type of build, as you still have to look and click each turn so imo only it adds to mirco management
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taking these out of the shown all the time after the AI turn would quicken the game somewhat :idea:
zakblood
Posts: 275
Joined: Wed Nov 09, 2016 2:22 pm

Re: build r (18336)

Post by zakblood »

a few hours in
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zakblood
Posts: 275
Joined: Wed Nov 09, 2016 2:22 pm

Re: build r (18336)

Post by zakblood »

no difference in cpu or memory use in game
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zakblood
Posts: 275
Joined: Wed Nov 09, 2016 2:22 pm

Re: build r (18336)

Post by zakblood »

logs and saves 1555 uploaded
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