matrix multiplication code optimization - Page 3

matrix multiplication code optimization

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

optimising = takes time = less features / bug fixes etc.
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

And SSE makes me bitch! :P
monohouse

Post by monohouse »

but if there is no optimize, the features become more and more useless as more people reduce settings, because the new features take more time to process.
10053r
Posts: 297
Joined: 28 Feb 2005, 19:19

Post by 10053r »

I think the real issue with optimization is that spring runs slower than OTA. Much slower. Considering that OTA did all the 3d rendering in software, that is saying something. Spring has to handle deformable terrain (and a better pathfinding engine), but other than that, it is basically doing the same things that the OTA engine did, and it gets to offload all the 3d rendering to the graphics card.

On the OTA engine 5 years ago, I regularly played 8 player lan games with a 500 unit limit where most of us would hit the unit limit (around 3000 units in play) with no slowdown. (It was a major porc-fest, but I digress.) This is on second generation iMacs!

On the Spring engine, it slows down if you get more than around 400 units in play total. There is obviously some low hanging fruit here that we can grab in terms of optimization. I know it is there. Even if we can only double the number of units to 800 before slowdown, that will still let 8 player games happen where each player has 100 units. That isn't that large a game, especially when you start to think about construction plane swarms of 30 planes, and 50 plane fighter fleets.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

I think the unit animation code needs to be looked at. It seems that when a lot of animation is happening the game slows... any knowledge on this?
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Bobcatben
Posts: 120
Joined: 10 Mar 2006, 17:01

Post by Bobcatben »

i too remember having lan parties with my cousins with original ta, some were on 600mhz laptops, my computer was only 800 mhz, and we were running with the hacked limit of 500 units per player, and our only problem was crashes.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I think memory rather than cpu usage is the real issue. Aswell as vector graphics.

If I draw a 320x240 image onto the map using an AI where each pixel is a vector line(76,800 pixels), the engine crawls even when some are interlaced out(38,400 and 19,200).
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Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Post by Zpock »

smoth wrote:I think the unit animation code needs to be looked at. It seems that when a lot of animation is happening the game slows... any knowledge on this?
Wouldn't it be better to implement the new model format someone was talking about with built in proper animations... Then to try and improve the COB animations?
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