Statistics: Posted by Doompants — 26 Aug 2012, 18:42
Statistics: Posted by thygrrr — 26 Aug 2012, 14:50
Statistics: Posted by AwarE — 25 Aug 2012, 12:20
MadBoris wrote:Tainek wrote:So if i comprehend correctly, this increases your FPS, but lowers your sim speed?
It's a complicated issue...
You have to remember all that the tool does is spread threads out across cores, so that cores are not saturated where threads are usually starving and colliding. There is no real world hardware penalty being incurred there as was once considered, infact, just the opposite. Now why would that be a bad thing? It shouldn't be! But the engine 'shows' something strange at times in a potentially lower sim number on the same point in a game. There's several possible reasons for this but none of them fixable by me AFAIK yet.
Some would quickly answer yes to your question. But I actually think it is more accurate to say it "may" hit negatives sooner. It's only until you hit negative -1 before there is any real world impact in gameplay with or without the tool. Without the tool CPU 0 is crushed at this point and a player is really feeling the impact on multiple levels. Also if he doesn't have a fast CPU, networking code maybe hampered with CPU 0 in feeding clients, I dunno either way on that. The point is by the time you are hitting negative sim, which is all that really matters in sim speed, then the rest of the engine is really hurting big time on CPU 0, so this tool takes the stress off which could be beneficial to all involved, but definitely the individual player notices benefits most.
For instance, a replay can be played back at +10 that screams far faster than regular supcom at +10 without the tool. Now that is not an indicator of lower or faster sim speed but it shows the whole game is much more fluid and responsive. Also, where a game is chugging at 8 - 10 fps which is really unplayable, the tool shoots it up to 30 fps on fast hardware with no perceivable slow down but a hugely better feel all around and smoother game. Also the game runs all tests faster with the tool in actual time, unless certain GPU settings are enabled like AA has a wierd effect at times on real world time it takes a simulation to run it's course.
I would really recommend this 100% and that isn't because I made it and have some ulterior motive in pushing my tools, but because I tested it.
But I am all for people making up their own mind. I would say test it by getting a huge skirmish game going until it starts slowing down your machine until you hit negative sim or the game really starts suffering, then save it. Start it with and without the tool and make up your own minds how it plays. Or see what it is like online for yourself.
Statistics: Posted by Doompants — 24 Aug 2012, 01:07
Statistics: Posted by Ghoti — 22 Aug 2012, 20:02
Statistics: Posted by Doompants — 22 Aug 2012, 18:23
Could you resolve that contradiction for me? I don't understand. Games slowing down over time is the sim speed getting worse.Doompants wrote:While it might lower the overall sim speed slightly, it DID *seem* to improve how much large games tended to slow down over time.
Statistics: Posted by Doompants — 22 Aug 2012, 18:22
Statistics: Posted by Ghoti — 22 Aug 2012, 17:09
Statistics: Posted by eXcalibur — 22 Aug 2012, 15:57
Statistics: Posted by ExituS — 22 Aug 2012, 10:08
Statistics: Posted by Ghoti — 22 Aug 2012, 04:34
Statistics: Posted by Doompants — 22 Aug 2012, 04:04
There is a slight side effect where the sim runs a little slower. This is due to the nature of how GPG's two major threads work together in concert, Sim and Render. Unfortunately the game was not tuned with this kind of thread freedom expected on core 0 and when the render thread is allowed more freedom to the CPU time having huge benefits, the sim code slows down for internal reasons unknown.
Statistics: Posted by Ghoti — 22 Aug 2012, 03:31