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need report= framrate/seting/harware/unit count

Posted: 26 Jul 2006, 00:47
by emmanuel
can only report this=
framerate15 fall to 1or2 when reach 2000unit if 512Mb but not fall with 1Gb

Posted: 26 Jul 2006, 05:01
by dogthinker
You've got a thread for the same topic in the mods subforum. I replied in detail in that thread.

I suggest a mod merges the two threads or closes one of them. :wink:

Posted: 26 Jul 2006, 15:38
by emmanuel
see the topics
here is report frame raate for each seting and hardware
and in mod forum is report for each mods
not mod user related here

Posted: 26 Jul 2006, 16:06
by hollowsoul
the only difference a mod will make to framecount really is
  • 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
If u really want to reach your extremely high unit count (5000) without makin patchs for engine.
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

Posted: 26 Jul 2006, 21:11
by emmanuel
yes but it s only theorical

i say about reporting =
your fps for a count 500/5000 (empty ai ,ctrl+a stop)
and your hardware
and your setings
(and if your mod)

if you want report the mods speed
i have open a topics in mod forum

Posted: 27 Jul 2006, 06:20
by smoth
Hollow soul, poly count does not matter that much. Where it matters is when the units move, pathfinding eats your cpu. Partly thanks to the fact that while pathing units are also pushing each other forcing more updating.

Posted: 30 Jul 2006, 21:48
by emmanuel
is the unit script change count?
some unit have empty script and other 100 line code
and some 50mobiles parts and other single