[Q] Maxing simulation performance

Post bug reports and ask for game support here.

Moderator: MOD_Command

Post Reply
Puciek
Posts: 63
Joined: Tue Jan 10, 2017 11:19 am

[Q] Maxing simulation performance

Post by Puciek »

So I am wondering what is the biggest bottleneck in CMANO performance right now. I am running a pretty strong rig (https://www.3dmark.com/spy/2944930) but with even not-so-big scenarios like "Opening Moves" from Northern Inferno campaign time compression at 60x is not actually doing 60x speed. The Au Counts shows as 485, Pulse time: 6ms and CPU usage doesn't go above 16%.

Anything that can be done to improve it? Or to benchmark what may be the blocker? Or is just as far as the code will go?
thewood1
Posts: 10181
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

RE: Maxing simulation performance

Post by thewood1 »

60x! and getting 6ms pulses. That is some pretty good performance.
Puciek
Posts: 63
Joined: Tue Jan 10, 2017 11:19 am

RE: Maxing simulation performance

Post by Puciek »

It's much better than I had on the previous box, that's for sure but also wondering if there are some tricks I can employ to push it further, like limit amount of active cores and crank them to the max - but even then the question is how many cores.
ComDev
Posts: 3116
Joined: Fri May 12, 2006 1:20 pm
Contact:

RE: Maxing simulation performance

Post by ComDev »

Please take a look here:
http://www.warfaresims.com/?p=4243
Image

Developer "Command: Modern Air/Naval Operations" project!
Puciek
Posts: 63
Joined: Tue Jan 10, 2017 11:19 am

RE: Maxing simulation performance

Post by Puciek »

ORIGINAL: emsoy

Please take a look here:
http://www.warfaresims.com/?p=4243
Thanks, I already dug through that one. Was simply hoping for more to squeeze even more out of all those unused cpu cycles :D
Dimitris
Posts: 15428
Joined: Sun Jul 31, 2005 10:29 am
Contact:

RE: Maxing simulation performance

Post by Dimitris »

Command typically uses up to 4 CPU cores/threads. If you are thinking of maxing out a multi-core CPU like apps like e.g. video-encoding tools or media editors regularly do, this is impossible in Command and will likely remain so for a long time, for a simple reason: Parts of the simulation MUST be executed serially, or else you are looking at very serious concurrency bugs. And if you are familiar with Amdahl's law you know what this limitation means.

If you desperately need to max out your CPU, buy one of the Pro editions and run multiple instances concurrently. 100% CPU usage guaranteed.
Puciek
Posts: 63
Joined: Tue Jan 10, 2017 11:19 am

RE: Maxing simulation performance

Post by Puciek »

ORIGINAL: Dimitris

Command typically uses up to 4 CPU cores/threads. If you are thinking of maxing out a multi-core CPU like apps like e.g. video-encoding tools or media editors regularly do, this is impossible in Command and will likely remain so for a long time, for a simple reason: Parts of the simulation MUST be executed serially, or else you are looking at very serious concurrency bugs. And if you are familiar with Amdahl's law you know what this limitation means.

If you desperately need to max out your CPU, buy one of the Pro editions and run multiple instances concurrently. 100% CPU usage guaranteed.
Not desperate at all, and I don't even want to guess how much do you charge for a pro edition, was simply making sure that there isn't something easy I can do to make it run smoother. And thanks for the response, I suspected that this may just be how the game runs but wanted to confirm :)!
Post Reply

Return to “Tech Support”