NTai XE10.1b
Moderators: hoijui, Moderators
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
I said before thats not how it works.
If something is taking up too much cpu processing then making it happen less often wont solve the problem.
Your just going to have "fine fine fine HUGE LAG SPIKE fine fine fine HUGE LAG SPIKE fine fine etc..."
I'm writting a worker thread so I can start queuing up build algorithm tasks, that way I can control how mny ongoing searches are occuring at any one time. This should give a performance improvement.
However that assumes its the build algorithm causing the slowdown, and if it isnt then the performance gains would be marginal. I'm doing it atm because it might help the solobuild issue, and it'll make things neater, aswell as making multicore operations more efficient.
As such the next NTai will use 4 worker threads, which should do fine on dualcore and quad core cpus. Single core cpus wont have more than 4 build algorithm threads running at once so that'll be fine.
If something is taking up too much cpu processing then making it happen less often wont solve the problem.
Your just going to have "fine fine fine HUGE LAG SPIKE fine fine fine HUGE LAG SPIKE fine fine etc..."
I'm writting a worker thread so I can start queuing up build algorithm tasks, that way I can control how mny ongoing searches are occuring at any one time. This should give a performance improvement.
However that assumes its the build algorithm causing the slowdown, and if it isnt then the performance gains would be marginal. I'm doing it atm because it might help the solobuild issue, and it'll make things neater, aswell as making multicore operations more efficient.
As such the next NTai will use 4 worker threads, which should do fine on dualcore and quad core cpus. Single core cpus wont have more than 4 build algorithm threads running at once so that'll be fine.
- New thread pooling to improve performance
- Increased blocking map resolution for greater accuracy
- Capturing added to commander AI
- Builder retreating improved
- Reclaim radius reduced from 1000 to 400
http://spring.unknown-files.net/file/34 ... e-release/
- Increased blocking map resolution for greater accuracy
- Capturing added to commander AI
- Builder retreating improved
- Reclaim radius reduced from 1000 to 400
http://spring.unknown-files.net/file/34 ... e-release/
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
if the blocking map is capable of detecting hills then this might be worth while NTai occasionally builds vehicle labs in places where the vehicles just get stuck leaving... However if it doesn't detect hills which i suspect is the case then there is no need to increase the resolution, as far as I am concerned it worked very well before and is just aother drain on performance.
OK tested this last night
@IK were you using a dual core? I tested on my PC and performance was improved, I haven't had a chance to download and test your config yet but prob will next week.
@AF Performance seems to be much improved with this release BUT there is a crash bug which happened on two successive games. Unfortunately it happened some 45 minutes in on both games so it was almost impossible for me to find what the problem is. The log and the stack trace are on my home pc but i assume they aren't of much use to you? The last mention in the log was a construction task, I'm guessing this is to be expected seeing as that's what you have changed...
@IK were you using a dual core? I tested on my PC and performance was improved, I haven't had a chance to download and test your config yet but prob will next week.
@AF Performance seems to be much improved with this release BUT there is a crash bug which happened on two successive games. Unfortunately it happened some 45 minutes in on both games so it was almost impossible for me to find what the problem is. The log and the stack trace are on my home pc but i assume they aren't of much use to you? The last mention in the log was a construction task, I'm guessing this is to be expected seeing as that's what you have changed...
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24