No pulse mode in build 1328.2?

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kxharrington
Posts: 4
Joined: Tue Apr 19, 2022 1:43 am

No pulse mode in build 1328.2?

Post by kxharrington »

I've been trying to play several missile heavy scenarios and once a certain number get airborne it slows to basically a speed that is unusable.

I installed Lasso and checked the FAQ and wanted to follow the advice of turning off pulse mode for some of the more missile intensive scenarios, but I can't find it in build 1328.2. Has it been renamed? Is it the high-performance option in the latest build?

Any general advice for running a scene with more than 200 missiles? Any of the more modern scenarios seem dependant on overloading IAD systems with numbers and once my shots are in the air and then the other side responds the number of missiles between the two sides can quickly reach many hundreds.

I'm running an intel i9900k with 32GB of RAM and an NVIDIA 2080Ti. I'm happy to upgrade to a 30 or 40 series video card if that will allow me to play these with a more reasonable lag. But, my understanding is that the game is more CPU dependant than GPU. I don't want to drop $1500 on a new card if it won't make some of the Chinese scenarios playable.

I can upload a save if necessary, but my question really is a more general one about how to play any of these scenarios. I've tried a number of different options profiles, even going as far as to deselect everything that I can in both the highly recommended box and the optionally recommended box in the game speed sub-menu.
thewood1
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Location: Boston

Re: No pulse mode in build 1328.2?

Post by thewood1 »

GPU will make little difference. My benchmarks show less than 5%. There are tons of questions that could get asked but uploading the exact scenario saves a lot of time and effort for anyone trying to help. There are just so many dependencies its easier just to look at what you are actually trying to do.
kxharrington
Posts: 4
Joined: Tue Apr 19, 2022 1:43 am

Re: No pulse mode in build 1328.2?

Post by kxharrington »

So how do you switch between pulse and no pulse mode? Has it been renamed?
thewood1
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Location: Boston

Re: No pulse mode in build 1328.2?

Post by thewood1 »

I think pulse mode is a legacy of early CMNAO. CMO just has time acceleration.

What would be helpful is posting a save at the point where the slowdown happens, maybe an exception log file, and what your slow down looks like. Just saying it slows down doesn't help much. How much does it slow down, what time scale are you using, and maybe what your expectations are.

It sounds like you are working from the CMNAO framework. There have been a ton of detailed factors added in CMO that can impact speed of the sim.

There is a benchmark scenario floating around. You should run it and see how your PC compares. Its a good starting point. Just search benchmark.
thewood1
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Re: No pulse mode in build 1328.2?

Post by thewood1 »

kxharrington
Posts: 4
Joined: Tue Apr 19, 2022 1:43 am

Re: No pulse mode in build 1328.2?

Post by kxharrington »

I don't have a specific scen in mind. The question I'm asking is more general. I can play a missile heavy scen and post it, but I don't actually have one in particular. It seems to happen with any scen that relies on missile saturation as a tactic.

Here's the benchmark results.
Screenshot 2023-06-01 073903.jpg
Screenshot 2023-06-01 073903.jpg (57.52 KiB) Viewed 818 times
thewood1
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Re: No pulse mode in build 1328.2?

Post by thewood1 »

Then how about defining what slow down means. Is your expectation that no matter how big or how many missiles are in play the game should always remain at the same performance level? I'm just trying to gauge what you mean by slow down. Give an example of what you are seeing. What was the initial performance? What was it at the heaviest combat? What was it after? How big was the scenario? How many missiles?

Before much advice can be given, I'd like to make sure its a solvable problem. I have an I9-13980 and at double flame, with 150 missile in the air, a 1500 AU scenario slows to between 5:1 and 10:1. Once the missile combat drops off, it goes to max speed again.
kxharrington
Posts: 4
Joined: Tue Apr 19, 2022 1:43 am

Re: No pulse mode in build 1328.2?

Post by kxharrington »

My question isn't dependant on the scen. What I'm asking is what steps can be taken to ameliorate slowing in any scen under any circumstances. If, for instance, there are 200 missiles in the air and it slows down, is the best method to make it work better to just not use the time acceleration of 5:1 or more?

Or, is there a setting I'm not seeing (such as pulse/no pulse).

When I have more time I'll play a scen involving, say, China and Taiwan and upload it. But, it's not really a question of a particular problem. I could just as easily upload a scene with Nicaragua or Iran or Ukraine. I'm just trying to work out the optimal settings (the settings that will make it run the fastest) for any scen with a lot of objects that require cycles.
thewood1
Posts: 10365
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: No pulse mode in build 1328.2?

Post by thewood1 »

I don't think there's a lot you can do. Without knowing what you are running and what unplayable means, there's no way to know if its a specific problem with your system or a general problem with the game. I have found that most of the settings in the game, with the exception of targeting and illumination lines being drawn, have only minimal impact on performance. I have scenarios with 150 to 200 missiles in the air that run fine 1:1 time up to 1:5. But even on double flame, it won't get above 10:1 until some of the missile combat is resolved. Even in a big scenario, that usually only takes a few minutes.

The short of it is that not many in-game settings will take a large scenario from "unplayable" to playable, depending on your definition.
Dimitris
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Re: No pulse mode in build 1328.2?

Post by Dimitris »

1) Can we see the scenario you are using? I would like to explore it as a benchmark / tracing item.

2) Is this analysis you are running in a professional context? If yes, and time is money, you would be well served by the pro edition's abilities to run multiple instances in parallel and automate the run execution.
KnightHawk75
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Re: No pulse mode in build 1328.2?

Post by KnightHawk75 »

What I'm asking is what steps can be taken to ameliorate slowing in any scen under any circumstances. If, for instance, there are 200 missiles in the air and it slows down, is the best method to make it work better to just not use the time acceleration of 5:1 or more?
That, and disable every overlayed map item and ranges\path drawing etc that you can live with while several hundred missiles are flying, and move the view off to ocean or area where there is nothing to draw (ie don't watch), it will not help a ton, but it will help (least it used to during massive cruise missile strikes of like ~300 to 500), also I found during long launches and repeated impacts related to same that disabling sound (or even just editing the mp3s to be 1/2 their length of time) helped a little too.

Or run it headless if all entirely automated but even that only buys you so much.

My tips about that are based on 32bit builds however, sounds like nothings changed on that front though with x64 and that's no surprise since most of the bottleneck with high concurrent missile counts in the air is not mem related.
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