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RE: Performance
Posted: Sat Sep 28, 2013 3:20 pm
by Dimitris
Hi Ethan,
If you can spare 12GB of RAM it may not be a bad idea to make a RAM-drive with that memory, copy the Command folder there and run it from there. You should see a noticeable performance bump at heavy scenarios.
RE: Performance
Posted: Sat Sep 28, 2013 8:02 pm
by bgeery
Why does the RAM usage change so dramatically? One second it's using 500 MB and the very next it's at 12 MB! I've never seen such rapid fluctuation of RAM usage in a program. Even with a scenario of thousands of units, I've never seen a peak of over about 800MB or so. It seems like it keeps dumping it's Ram cache and reloading it over and over.
Win8, quad core i5, 16GB Ram w/ 13GB free, 256GB SSD drive, two AMD Radeon HD 7750's, three 1080P monitors.
RE: Performance
Posted: Sat Sep 28, 2013 8:20 pm
by thewood1
I too saw wild fluctuations, not just in RAM, but in CPU usage.
RE: Performance
Posted: Sun Sep 29, 2013 4:26 am
by Dimitris
Hi all,
We have now provided instructions to everyone on this thread who has reported UI perofrmance issues, to download and try a candidate build for v1.01. Please give it a go and report your findings here.
Thanks!
RE: Performance
Posted: Sun Sep 29, 2013 5:35 am
by montanaza
Great thanks Sunburn! Will try out now and revert asap
RE: Performance
Posted: Sun Sep 29, 2013 6:49 am
by K 19
ORIGINAL: Sunburn
Hi all,
We have now provided instructions to everyone on this thread who has reported UI perofrmance issues, to download and try a candidate build for v1.01. Please give it a go and report your findings here.
Thanks!
I would like to participate in the beta test. Have been having a lot of lag problems. Thank you.
RE: Performance
Posted: Sun Sep 29, 2013 7:02 am
by MaB1708
If this patch is also supposed to handle some of the game freezes I would like to be included in its test.
Cheers,
M
RE: Performance
Posted: Sun Sep 29, 2013 7:23 am
by Dimitris
Guys, check your e-mail inbox & forum PMs.
RE: Performance
Posted: Sun Sep 29, 2013 7:42 am
by deagu
I would Like to test the patch.
Thanks and congratulations for this great simulation.
RE: Performance
Posted: Sun Sep 29, 2013 8:47 am
by jubriqueno
I would kike to test the patch too.
thanks
RE: Performance
Posted: Sun Sep 29, 2013 9:07 am
by mercho
Hi Sunburn,
i would be happy too !
RE: Performance
Posted: Sun Sep 29, 2013 9:07 am
by MaB1708
Have just finished some documentation on sth else for Mike w/ old build and will now install, thanks!
RE: Performance
Posted: Sun Sep 29, 2013 10:04 am
by Amaris
I would kike to test the patch too if possible.[&o]
RE: Performance
Posted: Sun Sep 29, 2013 10:11 am
by thewood1
I have run a couple scenarios and performance at 1:1 is a lot better and zoom/scroll is a lot smoother.
The center on zoom feature and launch cancel are good additions. Just make sure you turn on the zoom feature in game options.
RE: Performance
Posted: Sun Sep 29, 2013 10:30 am
by ElDuderino
I would also like to test the patch.
RE: Performance
Posted: Sun Sep 29, 2013 11:16 am
by montanaza
@ Sunburn
Zoom to cursor is awesome!
Performance definitely seems better. I like to keep relief layer on, and seems much smoother as it is now.
What did you change the 1:1 timing to? 1 update per second, or 0.5 per second?
RE: Performance
Posted: Sun Sep 29, 2013 11:38 am
by Dimitris
We didn't change anything in the pulse duration settings _yet_,but we did optimize a number of expensive rendering operations that freed up CPU cycles for both the UI and the core sim engine. Some other changes too.
Setting the pulse duration in 1:1 mode to 1 sec (aka "Harpoon mode") is in the cards, but it may be a bit early to include it in the first update; first we have to test the hell out of it to ensure it doesn't break anything.
We also intend to retain the current 0.1 sec pulse as a "High fidelity" option for those who appreciate it (we do).
RE: Performance
Posted: Sun Sep 29, 2013 11:42 am
by montanaza
Okay great - thanks for the quick beta patch. Much appreciated.
Okay I gotta run, Pyongyang calls and I have a date with some wild weasels headed north this afternoon!
Will keep eyes peeled for any other things to report back while up at angels 40.
ORIGINAL: Sunburn
We didn't change anything in the pulse duration settings _yet_, we just optimized a number of expensive rendering operations that freed up CPU cycles for both the UI and the core sim engine.
Setting the pulse duration in 1:1 mode to 1 sec (aka "Harpoon mode") is in the cards, but it may be a bit early to include it in the first update; first we have to test the hell out of it to ensure it doesn't break anything.
We also intend to retain the current 0.1 sec pulse as a "High fidelity" option for those who appreciate it (we do).
RE: Performance
Posted: Sun Sep 29, 2013 12:43 pm
by moontan
i just bought the game minutes ago.
i am very glad to see this kind of support from the developers.
i had doubts about purchasing Command but i think i made the right decision.
i'm off to install the game. [8D]
ORIGINAL: Sunburn
We didn't change anything in the pulse duration settings _yet_,but we did optimize a number of expensive rendering operations that freed up CPU cycles for both the UI and the core sim engine. Some other changes too.
Setting the pulse duration in 1:1 mode to 1 sec (aka "Harpoon mode") is in the cards, but it may be a bit early to include it in the first update; first we have to test the hell out of it to ensure it doesn't break anything.
We also intend to retain the current 0.1 sec pulse as a "High fidelity" option for those who appreciate it (we do).
RE: Performance
Posted: Sun Sep 29, 2013 1:05 pm
by goulash
Please can I request to test the fix. I have done some things such as malware cleaning etc and turning off borders. Also does anyone have some recommended settings for Nvidia cards for this game?
Having a ball with the game by the way but I think I have spotted one or two bugs or maybe nice to have things. Good work folks