5.0.0.10 (Debug). Don't mean to rain on anyone's parade; especially my own!

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rkr1958
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Joined: Thu May 21, 2009 10:23 am

5.0.0.10 (Debug). Don't mean to rain on anyone's parade; especially my own!

Post by rkr1958 »

Thought I'd do a timing comparison on how long it took to load the last turn of our 6-player PBEM game to estimate if supply calculation times are indeed faster in 5.0.0.10 (debug) vs 4.4.1 (debug) and as compared to 3.2.0 (Debug). Here are my results using the attached game file.

3.2.0 (Debug): 11 seconds to load.

4.4.1 (Debug): 56 seconds to load.

5.0.0.10 (Debug): 55 seconds to load.

I was excited about 5.0.0.10 (Debug) in the hopes that the supply calculation times in the mid & late game were "playable" as they are (for me) using 3.2.0 (debug). I was looking forward to playing with the additional optional rules such as atomic bombs, v-weapons and the free vol units but supply calculation times don't appear any faster in 5.0.0.10 (Debug) vs 4.4.1 (Debug). :(
Attachments
SixPlayer-GW-Continue-Last-Turn.zip
(1.61 MiB) Downloaded 12 times
Ronnie
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craigbear
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Location: Calgary, Alberta

Re: 5.0.0.10 (Debug). Don't mean to rain on anyone's parade; especially my own!

Post by craigbear »

Is it unplayable? ie. How often does the 55 seconds come out? I am willing to wait on this once in awhile, but not every time I move a unit.
CanInf
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Re: 5.0.0.10 (Debug). Don't mean to rain on anyone's parade; especially my own!

Post by CanInf »

so where is the new wonder of WiF
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rkr1958
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Joined: Thu May 21, 2009 10:23 am

Re: 5.0.0.10 (Debug). Don't mean to rain on anyone's parade; especially my own!

Post by rkr1958 »

craigbear wrote: Fri Nov 18, 2022 9:38 pm Is it unplayable? ie. How often does the 55 seconds come out? I am willing to wait on this once in awhile, but not every time I move a unit.
Well this was on load up. Haven't done anything more than that. I plan to track down the files and procedure I used for my 4.X vs 3.2 timing study and redo that with 5.0. That should give a better comparison.
Ronnie
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rkr1958
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Joined: Thu May 21, 2009 10:23 am

Re: 5.0.0.10 (Debug). Don't mean to rain on anyone's parade; especially my own!

Post by rkr1958 »

REPEATED FROM 4.4.1 Out of Memory & 4.2.3.2 Move Delay Due to Supply Calculation

I thought I'd repeat my timing experiment to include the latest MWIF version 5.0.0.1 (Beta) with the caveat that I've upgraded my PC since the original timing experiment. So I ran the experiment on the two game file configurations (CP & No CP in the Arabian Sea) for MWIF versions 3.2.0, 4.2.3.2, 5.0.0.1.

New & Old PC Specs:

Processor:
(New) Intel i9-12900, 2.4 GHz w/16 cores & 4 threads
(Old) Intel i5-3340, 3.10 GHz w/4 cores & 4 threads

RAM:
(New) 64 GB
(Old) 8 GB

Main Harddrive.
(New) Solid State
(Old) SATA

O/S
(New) Windows Home 11, 64-bit
(Old) Windows Home 10, 64 bit

Timing Summary
Timing-Summary.jpg
Timing-Summary.jpg (31.77 KiB) Viewed 351 times
Summary
(1) Maybe a little crow eating on my part is due?
(2) My new PC configuration definitely speeds things up significantly. Supply calculation times are cut in half with 3.2.0 and are within 15% of 3.2.0 with 4.2.3.2 & 5.0.0.1 using the "CP in Arabian Sea" game file.
(3) However; supply calculation times are still almost doubled (1.8 x) for the "No CP in Arabian Sea" game file for 4.2.3.2 & 5.0.0.1 but remain the same for 3.2.0.
(4) So I think it's definitely time for me to play with the latest (5.0.0.1). That is, all the latest fixes and additionally coded optional rules are worth it to me for the 15% slower supply calculation times.
(5) Can anyone recommend a good brand of crow?
(6) Zip of both games files included for anyone who wished to examine and/or repeat my timing experiments.
(7) Also, see 4.4.1 Out of Memory & 4.2.3.2 Move Delay Due to Supply Calculation for the specifics of the 10 units moved for these timing experiments.
Attachments
CP-ArabianSea-Typical.zip
(3.19 MiB) Downloaded 11 times
Ronnie
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