can only report this=
framerate15 fall to 1or2 when reach 2000unit if 512Mb but not fall with 1Gb
need report= framrate/seting/harware/unit count
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the only difference a mod will make to framecount really is
As for hardware its specative u got
U be better off to make a low detailed units & simple animation scripts. And then test it out.
But 5000 units, IMO will be nightmare for unit path finding.
If i were u, start small make a proof of concept mod & get balance and check how many units u can push your machine to.
But to be honest, skirmish AI will need alot of cpu power to control that many units, not to mention engine.
Also for online play i assume it will need a fatter internet connection.
So in the end u got a high unit count, need a very good machine & net connection to play = limiting your user count who will play mod before u even get mod off the ground
- 1) how detailed the models are i.e more detailed = more work for graphics card.
2) the more complex the scripting the more cpu time needed per unit
As for hardware its specative u got
- I/O bottlenecks.
CPU registers / cache
Ram latency & speed & ECC & memory
Graphics mainly will only help to render all those units on screen.
Also got Operating System, filesystem, background processes, and if there running linux & spring there compiler version & CFLAGS they used to compile it with
U be better off to make a low detailed units & simple animation scripts. And then test it out.
But 5000 units, IMO will be nightmare for unit path finding.
If i were u, start small make a proof of concept mod & get balance and check how many units u can push your machine to.
But to be honest, skirmish AI will need alot of cpu power to control that many units, not to mention engine.
Also for online play i assume it will need a fatter internet connection.
So in the end u got a high unit count, need a very good machine & net connection to play = limiting your user count who will play mod before u even get mod off the ground