Performance Issues
Moderator: NBJeff
Performance Issues
I bought the game when it was in Alpha 1 (like all of us) and it ran pretty smoothly with medium prisons, especially good with small ones.
Now, in Alpha 3, I can only play on small prisons. I am currently building a medium prison, and even though I have only 20 prisoners, I get some serious FPS issues.
I guess it's some bug which came out when they introduced the fog of war..
Now, in Alpha 3, I can only play on small prisons. I am currently building a medium prison, and even though I have only 20 prisoners, I get some serious FPS issues.
I guess it's some bug which came out when they introduced the fog of war..
Last edited by Namro on Tue Nov 13, 2012 9:57 am, edited 1 time in total.
- frenchfrog
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I'm having problems as well. On my Mac (2010 13" MBP 2.4ghz Duo 4GB), it's related to the size of my Yard. (I'd been using a 30x30 yard for the first phase of my prison.), but then deteriorates again as I pass 40 prisoners and/or 30 staff. On my Win7 machine running a 3ghz AMD Phenom 4 (I think) with 4gb of RAM and a Radeon 7550, which runs most modern games on 'high' graphical settings, it still bogs down once I get past about 80 prisoners and 30 staff.
It's not related to fog of war; there's some other thing that's taking up RAM and CPU. It seems to be related to the size of your task list and how many prisoners you've got. The longer the task list (i.e. if you've been building up a new giant addition and you've got 30x30 of building to build plus a bunch of walls, pipes, and electrical) the more graphical and audio stuttering you get.
It was not this way in Alpha 1 for me on either machine. I was busy with work the week of Alpha 2 and didn't get to play it. It is the same whether or not I have Fog of War enabled.
The main problem is that the game is single-threaded, and isn't using the one thread it has effectively. There's low-hanging fruit that could be threaded ... I would probably break at least the audio out into a separate thread, if not the task list cycler. The physics model can send messages to the audio thread which can then execute them and doesn't need to talk back to the physics model. The task list cycler's looping seems to be robbing the main thread running the physics module of a small amount of CPU and memory. Prisoners, staff, and anything else that requires interaction with the physics module and is rendered graphically probably needs to stay in the main thread.
It's not related to fog of war; there's some other thing that's taking up RAM and CPU. It seems to be related to the size of your task list and how many prisoners you've got. The longer the task list (i.e. if you've been building up a new giant addition and you've got 30x30 of building to build plus a bunch of walls, pipes, and electrical) the more graphical and audio stuttering you get.
It was not this way in Alpha 1 for me on either machine. I was busy with work the week of Alpha 2 and didn't get to play it. It is the same whether or not I have Fog of War enabled.
The main problem is that the game is single-threaded, and isn't using the one thread it has effectively. There's low-hanging fruit that could be threaded ... I would probably break at least the audio out into a separate thread, if not the task list cycler. The physics model can send messages to the audio thread which can then execute them and doesn't need to talk back to the physics model. The task list cycler's looping seems to be robbing the main thread running the physics module of a small amount of CPU and memory. Prisoners, staff, and anything else that requires interaction with the physics module and is rendered graphically probably needs to stay in the main thread.
superspeck wrote:The main problem is that the game is single-threaded, and isn't using the one thread it has effectively. There's low-hanging fruit that could be threaded ... I would probably break at least the audio out into a separate thread, if not the task list cycler. The physics model can send messages to the audio thread which can then execute them and doesn't need to talk back to the physics model. The task list cycler's looping seems to be robbing the main thread running the physics module of a small amount of CPU and memory. Prisoners, staff, and anything else that requires interaction with the physics module and is rendered graphically probably needs to stay in the main thread.
Eh, the game actually is multithreaded, and seems to open up more threads as the map becomes more complex. I opened up a random save game and it has 20 threads going, where it only had 14 with a base map open. I can't say based on that what is being threaded, but it's obviously something they've thought about.
It could be that the performance dropping is related to the memory leak. Or maybe something else all together, I dunno... a bit hard to profile without the code at hand :/
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Ah yes, that classic scene from the matrix:
Morpheus: "This is your last chance. After this, there is no turning back. You take the red pill - you stay in Wonderland and I show you how deep the rabbit-hole goes."
"Or, you take the blue pill - the story ends, you wake up in your bed and believe whatever you want to believe. Oh, and yo' bitchin' woman will won't be hatin' on ya no more!" *high fives!*
Morpheus: "This is your last chance. After this, there is no turning back. You take the red pill - you stay in Wonderland and I show you how deep the rabbit-hole goes."
"Or, you take the blue pill - the story ends, you wake up in your bed and believe whatever you want to believe. Oh, and yo' bitchin' woman will won't be hatin' on ya no more!" *high fives!*
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