Page 1 of 1

AU and Pulse Rate

Posted: Fri Sep 27, 2013 4:53 pm
by smudge56
Just got game I'd be interested to know what is an acceptable rate that the scenarios should be running at? What are you getting?

RE: AU and Pulse Rate

Posted: Sat Sep 28, 2013 2:29 pm
by adek670
Hi,

I think the Au count relates to the units that are active within the scenario.

The pulse time I get is between 0-3ms (sometimes jumping to 22 for a moment) on the training air

I get better pulse times by limiting the display info - range circles etc

RE: AU and Pulse Rate

Posted: Sat Sep 28, 2013 4:54 pm
by smudge56
Ok I was wondering if people were getting varied results.

RE: AU and Pulse Rate

Posted: Sat Sep 28, 2013 5:01 pm
by bsq
I nearly choked it with 4000+ AU and was seeing pulse times of around 250ms even with the 1:1 time setting. Frustrating in a way as only approx 100 units were mobile, the rest were fixed installations (airfield, bunkers and ports).

Seems Command tracks static items as well as mobile so the question has to be why?

Running a 3G I7 with 16GB RAM and 650M card with 2Gb

RE: AU and Pulse Rate

Posted: Sat Sep 28, 2013 5:05 pm
by thewood1
I would assume because of detection and sensor cycles. I suspect cycle times are tied almost directly to processor speed and not much else is going to improve it beyond that. outside the developers doing some optimization.

RE: AU and Pulse Rate

Posted: Sat Sep 28, 2013 5:07 pm
by Tomcat84
ORIGINAL: bsq
even with the 1:1 time setting.

Right now the 1:1 time setting is actually one of the heaviest settings, because I think it's actually doing calculations every tenth of a second, which reduces if you go to higher time compression.

But performance updates are being worked on, including one that makes the 1:1 time setting smoother.


RE: AU and Pulse Rate

Posted: Sat Sep 28, 2013 5:13 pm
by mikmykWS
These are diagnostic measures we use. AU count is a unit count and Pulse is a performance measure.


RE: AU and Pulse Rate

Posted: Sat Sep 28, 2013 5:48 pm
by smudge56
So im gathering the performance is hopefully going to be improved.

RE: AU and Pulse Rate

Posted: Sat Sep 28, 2013 5:56 pm
by bsq
That said, that doesn't explain why it chokes just on AU. Bunkers, revetments, runways and taxiways just sit there, unless of course the game 'confirms' that these static units are still there and static every single pulse. IMHO why would a bunker need to be tracked in the same way as an f-16 if indeed that is what is causing the issues I am seeing with large numbers of AU's.

RE: AU and Pulse Rate

Posted: Sat Sep 28, 2013 6:02 pm
by mikmykWS
ORIGINAL: Blighty56

So im gathering the performance is hopefully going to be improved.

Yes we're working on one now to help with what folks are currently posting about.

Mike

RE: AU and Pulse Rate

Posted: Sat Sep 28, 2013 6:24 pm
by smudge56
Would you be interested if people were getting different readings?

RE: AU and Pulse Rate

Posted: Sat Sep 28, 2013 6:32 pm
by mikmykWS
No not really because performance is different on each computer due to hardware and software differences so the pulse would be different. We put them there because players are really good about posting screenshots so we can capture without having to ask for much.

RE: AU and Pulse Rate

Posted: Sat Sep 28, 2013 8:09 pm
by smudge56
Ok no problems. Just trying to help.