Rise to Ruins

Rise to Ruins

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heromedel May 13, 2016 @ 10:52am
Is this game running any better?
Last time I played this game after I reached a certain population or was on the same map for certain amount of time everything started to slow down or just freeze up making long term gameplay pointless.

Has this gotten better at all?
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Showing 1-15 of 17 comments
Rayvolution  [developer] May 13, 2016 @ 11:41am 
That depends on how long has it been since you played. Do you remember what patch you were on? :)
heromedel May 13, 2016 @ 12:03pm 
Not exactly but it the game still had the roadmap thing in game so it was before patch 19 not sure if it was as far back as 17 or 16 or if it was just an earlier version of 18. I mean it hasnt been a really long time but it looks like alot of progress hass been made going into patch 19, or at least alot of changes.
heromedel May 13, 2016 @ 12:05pm 
You know what I think it was right around the time the little people went from really tiny to graphicaly just a little bigger or a little more detail anyway somekind of graphic change on the little guys right as I was no longer playing.
Rayvolution  [developer] May 13, 2016 @ 12:16pm 
If that's the case, then InDev 18 should run better for you. Although InDev 19 Unstable 2 certainly won't, there's some new AI in I19 U2 that needs optimized before the stable release is out. Once InDev 19 Stable is completed, it should run better than 18 though.

Personally I'd suggest if your computer is having trouble keeping up, wait until InDev 19 Stable is released in (hopefully) a couple weeks. :)
Last edited by Rayvolution; May 13, 2016 @ 12:17pm
heromedel May 13, 2016 @ 1:24pm 
Thanks
wojtek858 May 19, 2016 @ 2:29pm 
Still freezes a lot, especially when placing buildings.
Rayvolution  [developer] May 19, 2016 @ 3:22pm 
Originally posted by wojtek858:
Still freezes a lot, especially when placing buildings.

I've never experienced a slowdown when placing buildings, even on my old crummy test machine. What are you system specs?
wojtek858 May 19, 2016 @ 4:47pm 
Intel quad Q9300, Radeon HD4850, SSD Crucial BX100, 6GB DDR2

When placing buildings and overlay shows up, sometimes it lowers FPS a lot. Sometimes rain does it, but not always.

OH YEAH, I was about to write how much free RAM I had, I brought task manager back and look on this, just after game crashed (unstable build):
http://i.imgur.com/kdmJP9k.png
Rayvolution  [developer] May 19, 2016 @ 6:07pm 
Originally posted by wojtek858:
Intel quad Q9300, Radeon HD4850, SSD Crucial BX100, 6GB DDR2

When placing buildings and overlay shows up, sometimes it lowers FPS a lot. Sometimes rain does it, but not always.

OH YEAH, I was about to write how much free RAM I had, I brought task manager back and look on this, just after game crashed (unstable build):
http://i.imgur.com/kdmJP9k.png

Ah, yeah, you're certainly on the low end of the minimum specs. Your main bottleneck is your GPU. I have some plans to optimize the particle system, so that should help quite a bit. Although for now there's not much you can do to improve performance. :)
wojtek858 May 20, 2016 @ 3:31pm 
Uh, you know I can play games like Battlefield 3 etc. And as you can see on screenshot, game for some reason used all of my free RAM, over 4 GB, I think that's the reason it lagged.
Rayvolution  [developer] May 20, 2016 @ 7:19pm 
Erm sorry, I misspoke. Your GPU is just fine for RPC. I meant your CPU is your bottleneck in this case. RPC is a very heavy CPU driven game with all the AI running around 24/7, where at games like battlefield are much more GPU heavy. Don't let the pixel art graphics fool you, there's probably a lot more AI running under RPC's hood than most traditional first person shooters. More comparable with a game like The Sims, another heavily CPU bound game.

The particles specifically are very CPU driven at the moment, and they rightfully should be mostly calculated on the GPU. Right now the CPU handles all the calculations and the GPU strictly handles just rendering them on screen, so if you have a fairly old CPU you may have trouble keeping up. I'm hoping to gut and rewrite the particle system somewhat soon though, and that should free up the CPU somewhat for all the AI.
Last edited by Rayvolution; May 20, 2016 @ 7:20pm
heromedel May 21, 2016 @ 8:29am 
Hey dev what are you writing this game in?
Rayvolution  [developer] May 21, 2016 @ 12:51pm 
Originally posted by heromedel:
Hey dev what are you writing this game in?

Java. Quite possibly another reason for the slightly extended system requirements. ;)

Although really the problem right now is the particle system, in heavy-particle situations it's seriously bottle necking the game. Although I've reduced the weather particle effects for InDev 19 Stable, so that should help with some people's issues during weather.

The solution I'll be working on soon is multithreading the particle logic, the problem is RPC's particles don't work like a traditional particle system, they interact with quite a bit of the game world in ways most games don't need to so I run into a lot of concurrency issues. So multithreading it, or sending the logic updates to the GPU via a shader is quite a bit more complicated than it would be in most games.

Either way, it's something high on the optimizing priority list. But it still won't make RPC run like lightning on a very old machine. RPC's AI is pretty beefy, so it'll probably always need at least a half-decent CPU.
heromedel May 21, 2016 @ 1:32pm 
Let me know if there is anyway I can help out. Unfourtunatly I don't know as much about java as it sounds like you do.
heromedel May 22, 2016 @ 3:41am 
I decided to go ahead and write of review of the game. I will probably write another one someday when I see all the new features.

http://heromeblog.blogspot.com/2016/05/retro-pixel-castles-game-reviews.html
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Date Posted: May 13, 2016 @ 10:52am
Posts: 17