Performance Problems?
#1
Posted 17 June 2011 - 11:12 AM
#2
Posted 17 June 2011 - 12:39 PM
this is pretty much what I do.
#3
Posted 17 June 2011 - 04:59 PM
Erik Johansson [ aka feneur ]
Wildfire Games
Contact me: feneur@wildfiregames.com
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#4
Posted 17 June 2011 - 05:18 PM
#5
Posted 17 June 2011 - 08:16 PM
Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
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#6
Posted 17 June 2011 - 09:08 PM
Mythos_Ruler, on 17 June 2011 - 08:16 PM, said:
#7
Posted 17 June 2011 - 11:03 PM
#8
Posted 17 June 2011 - 11:28 PM
Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
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#9
Posted 23 July 2011 - 02:50 PM
Our machines are both reasonably powerful, an AMD Phenom 9950 and an overclocked Intel i7 each with 4GB of RAM, I can provide a more complete hardware/firmware/driver breakdown if useful.
#10
Posted 23 July 2011 - 03:13 PM
Erik Johansson [ aka feneur ]
Wildfire Games
Contact me: feneur@wildfiregames.com
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#11
Posted 23 July 2011 - 03:23 PM
feneur, on 23 July 2011 - 03:13 PM, said:
If I update SVN and build the game in Release mode in VS 2008 will this provide an accurate test? If so I'll do this now and let you know of the improvement.
#12
Posted 23 July 2011 - 03:26 PM
Ross Bearman, on 23 July 2011 - 03:23 PM, said:
No need to build it yourself, there is a Windows binary included in SVN
Erik Johansson [ aka feneur ]
Wildfire Games
Contact me: feneur@wildfiregames.com
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#13
Posted 23 July 2011 - 05:23 PM
Wildfire Games Programmer
Contact me: philip@wildfiregames.com
#14
Posted 30 July 2011 - 06:04 PM
The performance issue seems to arise when a great number of units is moving around.
I just did a quick test on Peloponnese:
- Full scenario (six or whatever AI players) is totally unplayable. Disabling shadows and reflections gives no benefit;
- Same map, no AI (players set to "Unassigned") - great FPS even with 128 static and ~72 units gathering resources;
- Same map, no AI - horrible performance with 128 units being moved in a formation ("Loose" being only available for female citizens) and ~72 units gathering resources.
PC is AMD Athlon II X4 640@3000MHz, 4 GBytes memory, kernel 32-bit 2.6.32-33.
#15
Posted 30 July 2011 - 06:06 PM
Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
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#16
Posted 30 July 2011 - 07:32 PM
Mythos_Ruler, on 30 July 2011 - 06:06 PM, said:
It's the latest Alpha release, Fortuna, I think, built on 10.Jul.2011.
BTW, I think I saw 0ad utilizing only one of the cores in my SMT system.
Shouldn't it take advantage of SMT, also having in mind that almost all new PC systems sold worldwide are such?
#17
Posted 30 July 2011 - 08:35 PM
While we do have a few threads, it is very difficult to retrofit scalable parallelism into game engines.
Wildfire Games General Programming lead and code monkey
Contact me: jan@wildfiregames.com
#18
Posted 30 July 2011 - 09:14 PM
janwas, on 30 July 2011 - 08:35 PM, said:
While we do have a few threads, it is very difficult to retrofit scalable parallelism into game engines.
The most processor-intensive ones should be rewritten to take advantage of SMT (Don't shoot me, that's just my opinion).
As you say, with the core created so long ago and with many basic features still missing from the game, reassigning developers back to it might be....difficult?
The other route seems to be to optimize everything so that it will run any map with any number of AI objects on any processor made today.
#19
Posted 20 September 2011 - 06:31 PM
Really, guys, why bother add new civilizations, new features, new units, new UI, if the game is not playable with more than 60 units per party?
#20
Posted 20 September 2011 - 07:05 PM
Wildfire Games Programmer
Contact me: philip@wildfiregames.com
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