Forged Alliance Forever Forged Alliance Forever Forums 2015-07-09T20:14:40+02:00 /feed.php?f=3&t=8913 2015-07-09T20:14:40+02:00 2015-07-09T20:14:40+02:00 /viewtopic.php?t=8913&p=103767#p103767 <![CDATA[Re: My Game slows down after 30 min.s of playing.]]>
ckitching wrote:
Katharsas wrote:Maybe it would be possible to identify the data structure adresses in the assembler code which are used as in- and output of the simulation and then redirect all simulation calls to a new implementation of the simulation logic. This logic could then be multithreaded. May be quite some work. Anybody volunteering?


This is possible, in the same way that constructing a 1:1 scale model of the eiffel tower out of matchsticks is possible.


Well it would be a lot of work in any case, true. But i think, the difficulty would basically be tied to how much is known about the current simulation implementation. Major points (there may be more):
- How is the pathfinding done? (A* details and updating)
- How is the collision checking done? (Projectiles and units)

If details about these mechanisms exist, it would not be too hard to basically reimplement them exactly in the way they currently work. After that, you have a source reference of the simulation (this is a lot of work and would be completely unecessary if we had the source in the first place of course). In the next step you could then measure which parts of the implementation are bottlenecks/slow. With that in mind you could multithread some of it and optimize it. Easy example: pathfinding and collision could be split in 2 threads i think.
How hard the assembler stuff is i cant judge and probably depends on the compiler settings the engine was compiled with (and the engine source itself).

Statistics: Posted by Katharsas — 09 Jul 2015, 20:14


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2015-07-09T19:17:27+02:00 2015-07-09T19:17:27+02:00 /viewtopic.php?t=8913&p=103758#p103758 <![CDATA[Re: My Game slows down after 30 min.s of playing.]]>
Katharsas wrote:
Maybe it would be possible to identify the data structure adresses in the assembler code which are used as in- and output of the simulation and then redirect all simulation calls to a new implementation of the simulation logic. This logic could then be multithreaded. May be quite some work. Anybody volunteering?


This is possible, in the same way that constructing a 1:1 scale model of the eiffel tower out of matchsticks is possible.

Statistics: Posted by ckitching — 09 Jul 2015, 19:17


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2015-07-09T19:07:54+02:00 2015-07-09T19:07:54+02:00 /viewtopic.php?t=8913&p=103754#p103754 <![CDATA[Re: My Game slows down after 30 min.s of playing.]]>
Maybe it would be possible to identify the data structure adresses in the assembler code which are used as in- and output of the simulation and then redirect all simulation calls to a new implementation of the simulation logic. This logic could then be multithreaded. May be quite some work. Anybody volunteering?

Statistics: Posted by Katharsas — 09 Jul 2015, 19:07


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2014-11-27T04:16:50+02:00 2014-11-27T04:16:50+02:00 /viewtopic.php?t=8913&p=86756#p86756 <![CDATA[Re: My Game slows down after 30 min.s of playing.]]> Statistics: Posted by IceDreamer — 27 Nov 2014, 04:16


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2014-11-26T10:36:37+02:00 2014-11-26T10:36:37+02:00 /viewtopic.php?t=8913&p=86701#p86701 <![CDATA[Re: My Game slows down after 30 min.s of playing.]]>
DarkMatterVale wrote:
ZLO_RD wrote:
Exelios wrote:I finally solved this. Thanks to Duncan's AI and a patch he released. The game finally works fine. Thanks guys for the help and support. :D


lol, wasn't Duncan AI been implemented in FAF since some mounth?
Don't know what you solved there but i just want to say that people on FAF trying to get FA source code in some way, so we may have a chance to solve performance issues once and for all.
Imagine if you could run FA ~6 times faster than now :)


The problem is that LUA doesn't support multi threading, and it would truly be a huge pain and an enormous waste of time to redesign the whole game in another language.


The engine is not in LUA.

Statistics: Posted by Aurion — 26 Nov 2014, 10:36


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2014-11-26T10:33:08+02:00 2014-11-26T10:33:08+02:00 /viewtopic.php?t=8913&p=86699#p86699 <![CDATA[Re: My Game slows down after 30 min.s of playing.]]> Statistics: Posted by ColonelSheppard — 26 Nov 2014, 10:33


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2014-11-25T02:09:10+02:00 2014-11-25T02:09:10+02:00 /viewtopic.php?t=8913&p=86569#p86569 <![CDATA[Re: My Game slows down after 30 min.s of playing.]]>
ZLO_RD wrote:
Exelios wrote:I finally solved this. Thanks to Duncan's AI and a patch he released. The game finally works fine. Thanks guys for the help and support. :D


lol, wasn't Duncan AI been implemented in FAF since some mounth?
Don't know what you solved there but i just want to say that people on FAF trying to get FA source code in some way, so we may have a chance to solve performance issues once and for all.
Imagine if you could run FA ~6 times faster than now :)


The problem is that LUA doesn't support multi threading, and it would truly be a huge pain and an enormous waste of time to redesign the whole game in another language.

Statistics: Posted by DarkMatterVale — 25 Nov 2014, 02:09


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2014-11-25T00:04:24+02:00 2014-11-25T00:04:24+02:00 /viewtopic.php?t=8913&p=86558#p86558 <![CDATA[Re: My Game slows down after 30 min.s of playing.]]> Statistics: Posted by ColonelSheppard — 25 Nov 2014, 00:04


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2014-11-24T21:22:37+02:00 2014-11-24T21:22:37+02:00 /viewtopic.php?t=8913&p=86545#p86545 <![CDATA[Re: My Game slows down after 30 min.s of playing.]]>
Exelios wrote:
I finally solved this. Thanks to Duncan's AI and a patch he released. The game finally works fine. Thanks guys for the help and support. :D


lol, wasn't Duncan AI been implemented in FAF since some mounth?
Don't know what you solved there but i just want to say that people on FAF trying to get FA source code in some way, so we may have a chance to solve performance issues once and for all.
Imagine if you could run FA ~6 times faster than now :)

Statistics: Posted by ZLO_RD — 24 Nov 2014, 21:22


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2014-11-24T18:44:04+02:00 2014-11-24T18:44:04+02:00 /viewtopic.php?t=8913&p=86532#p86532 <![CDATA[Re: My Game slows down after 30 min.s of playing.]]>

Statistics: Posted by Exelios — 24 Nov 2014, 18:44


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2014-11-24T15:19:01+02:00 2014-11-24T15:19:01+02:00 /viewtopic.php?t=8913&p=86516#p86516 <![CDATA[Re: My Game slows down after 30 min.s of playing.]]> Statistics: Posted by DarkMatterVale — 24 Nov 2014, 15:19


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2014-11-24T11:01:57+02:00 2014-11-24T11:01:57+02:00 /viewtopic.php?t=8913&p=86506#p86506 <![CDATA[Re: My Game slows down after 30 min.s of playing.]]>
ZLO_RD wrote:
1) do not play with AI - that is the greatest source of slowdown


Exactly. Even though your cpu is not fast, it should perform better in normal gameplay. Large 4v4 or higher you might still be the one bottlenecking the whole game though.

Statistics: Posted by Col_Walter_Kurtz — 24 Nov 2014, 11:01


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2014-11-24T08:20:20+02:00 2014-11-24T08:20:20+02:00 /viewtopic.php?t=8913&p=86503#p86503 <![CDATA[Re: My Game slows down after 30 min.s of playing.]]> http://www.cpubenchmark.net/singleThread.html

Your FX-6100 gets 1191 points on that scale; which means it's beaten by my 6 year old Intel Core 2 Duo E8400 (1257 points).

AMD packs a lot of slow cores; Supcom requires one fast core.

I hope you didn't pay too much for that thing :cry:

Statistics: Posted by E8400-CV — 24 Nov 2014, 08:20


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2014-11-24T07:41:58+02:00 2014-11-24T07:41:58+02:00 /viewtopic.php?t=8913&p=86502#p86502 <![CDATA[Re: My Game slows down after 30 min.s of playing.]]> But if you want your game to lag less:
1) do not play with AI - that is the greatest source of slowdown
also if you play with AI, do not let his units get stuck because:
2) do not create patfinding issues, some times my game slow down to -2 in 10 minutes on 5v5 phenom when people just start to send spam from one side of them map to another (10 km map)
do not assist factories with 400 t1 engyneers

in my experience thist it what causes most lag

BTW FAF has some changes that focused on reducing slowdown,
Engy mod, ASF has 1 projectile instead of 3, Duncan AI patches

Statistics: Posted by ZLO_RD — 24 Nov 2014, 07:41


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2014-11-24T07:24:01+02:00 2014-11-24T07:24:01+02:00 /viewtopic.php?t=8913&p=86501#p86501 <![CDATA[Re: My Game slows down after 30 min.s of playing.]]>
There is nothing wrong with your PC, there is nothing wrong with the game. Because of the nature of the game, all computers will eventually slow down :)

For case in point, I have a 3570k @ 4.2ghz and I don't get slowdown in team games till there are 5000 or so units on the map with heavy activity.

If you want to see how your CPU is doing, the maximum speed you are capable of running is listed in the network stats. Bring up the console by pressing the " ~ " key, left of the number 1 on the American keyboard. Type in "ren_shownetstats" or "shownetworkstats" and hit enter to bring up the performance window. You can look under the CPU list and it will show your CPU capabilities. You will start at +10, which means you can speed the game up to +10 and it will run. However, as the game goes on your CPU will start bogging and it will slowly go down. Once you go below 0, to -1, you can no longer run full speed.

Hope this helps!

Statistics: Posted by BRNKoINSANITY — 24 Nov 2014, 07:24


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