Ants slows down game considerably

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zach
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Postby zach » Thu Sep 25, 2008 4:51 pm

Collision detection is not an overly heavy part of Multiwinia though, I believe..
If at all. I think the only things that collide are lasers with stuff, and everything else just collides with the terrain.
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Postby Rkiver » Thu Sep 25, 2008 4:52 pm

I have yet to notice any slow down on Multiwinia or a drop in frame rates with ants nests.
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Postby kattle87 » Thu Sep 25, 2008 4:54 pm

yes, but "everything collides with terrain" is not little work :)

I think that the worst part is Ant's IA, because they sloooow down me. But those are just speculations, someone from IV should take care of optimizations I think.
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zach
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Postby zach » Thu Sep 25, 2008 5:00 pm

I bet it is little work.

Code: Select all

object.setY(object.getX(), object.getZ());

-- SNIP --

void Object::setY(float x, float z) {
    y_ = map.getY(x, z);
}

That's what I'd do, anyway. Or something to that effect.

Code: Select all

void Object::setY() {
    y_ = map.getY(x_, z_);
}

Yes, Multiwinia uses Y as the up/down axis.

---

Nevertheless, there ARE slowdowns (at least for some of us, some that shouldn't have slowdowns).
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Postby St!gar » Thu Sep 25, 2008 6:08 pm

I have to agree with the forest fires -thing. I have everything on full, and the FPS rarely - if ever - drops below 30+. But the second a forest lights up, it's a slideshow.
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Postby MasterBoo » Thu Sep 25, 2008 8:28 pm

St!gar wrote:I have to agree with the forest fires -thing. I have everything on full, and the FPS rarely - if ever - drops below 30+. But the second a forest lights up, it's a slideshow.


QFT.
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Postby stonberg » Thu Sep 25, 2008 8:46 pm

Weird, my system isn't as high-spec as some quoted in this thread; I use an AGP based gfx card (running in AGP 4x mode due to intractable stability issues), 2GB RAM and a fairly good CPU - an Athlon Dual Core (2.8GHz each core). I haven't noticed the slightest hint of frame rate loss at all yet.
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Postby allen » Thu Sep 25, 2008 11:46 pm

just like the other guy forest fires kill my fps:

intel quad 6600 (2.4ghz) 2gbs ram, onboard sound, ati 3850 512mb

nothing is overclocked and its a low/mid system but I figured it should run better during those forest fires.

or maybe its the host? if the host is only running say...20fps are we limited to that?
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Postby Shwart!! » Fri Sep 26, 2008 12:40 am

No, the host is irrelevant to framerate.

I do think that, if the ant AI could be made into a new thread, it would help greatly.

Shwart!!
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zach
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Postby zach » Fri Sep 26, 2008 1:52 pm

Well, it is a bit ... split, the frame issues I suppose.

I've never, ever had problems with forest fires. Even running 16xAA, I never went below 30 fps. Three ant nests slow me down considerably, and four would probably be unplayable.
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Postby stonberg » Fri Sep 26, 2008 3:26 pm

Is there a means of displaying the current frame rate btw?
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Postby zkl » Fri Sep 26, 2008 3:50 pm

i got a q6600 at 3.0 ghz, 2 gigs and an overclocked 8800 gt, everything full at 1900*1200 and i notice that the framerate only drops from time to time if trees are burning...
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Software lags

Postby IronWill » Fri Sep 26, 2008 7:09 pm

I have Intel Core 2 Duo 2.66, 3 GB RAM, Geforce 8800 GT, and after 40 mins and a lot of stuff (ants also!) I got lag. As my config is okay in that cases I have like 5-15 fps, but other players told us during such games that their computer cannot hold it anymore and then they disconnected.
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Postby Pox » Sat Sep 27, 2008 2:03 am

I've got a Core2 Quad at stock 2.4ghz, 4gb (well, 3.2gb) ram, and a 320mb 8800gts, playing at 1680x1050 max settings 4xAA, and only time FPS has ever dropped under 30 is when there were about 3 magical forests on the screen at once... and also, a 30-minute domination on Leap of Faith last night gradually got down to 10fps towards the end, even with no extra activity on screen.
Anyone know the reason for tthe decay? No ants, not many forests, didn't matter where I was looking, so was CPU-limited.
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Postby Nimbus » Sat Sep 27, 2008 2:31 pm

This is becomming a topic for flexing your cyber-muscle, so I'm gonna take my go.

http://img214.imageshack.us/img214/7023/screenshot10qz7.png

at 1280 X 1024 with 16xAA;

It felt like a solid 60fps.

I'll make a bigger forest fire later, and get an exact FPS with fraps or something.

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