菜包子 Feb 22, 2013 @ 8:11am
The turn after 200 turn is really really slow
Why the game just uses 1 core of cpu and only 1.5 GB memory?
My Cpu is i7 and 4 GB memory.
It needs to be waited for about 1.5 minutes to run a turn.
It's UNACCEPTABLE!
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Shadow Feb 27, 2013 @ 5:07pm 
My laptop isn't anything amazing, but it plays SotSII just fine:
Dell Insperon 17.3"
i7-3630QM 2.4GHz quad HD4000
NVidia GT 650M 2Gig
1 TB HD
8Gig Memory (Corsair 1600MHz, 9CAS)
Solid Internal speakers (including Sub-Woofer)
Wireless Internet
Keyboard Backlit etc, etc, etc.
Windows 8x64 Pro.

No major problems, play into the 600 turns before turn times really exceed 10-20 seconds and even then it's not horribly long either.
Last edited by Shadow; Feb 27, 2013 @ 5:08pm
Dcreeper Mar 1, 2013 @ 7:43pm 
both of you are skipping important details.. # of stars and # of AI players
Neurologist Mar 3, 2013 @ 12:16am 
Ye biger maps like 4AI+ tend to do that. For me helps: exit SotS every 50-75turns and load or continue game it helps alot.
Shadow Mar 4, 2013 @ 5:36pm 
I typically play with 4-5 opponents, maps vary, but allow at least 4 or 5, and I've played on maps such as Heaven and such without much issue. Sotsverse does play a bit longer, but nothing that causes me to freak out or complain. Most times though I play the 4-5 starmaps, on the bigger ones I just don't fill up all the slots.
Jasonrevall Mar 5, 2013 @ 4:27am 
Its a problem they are aware of and it's an optimization problem. It takes about 3 minutes for me to load every turn. There's no way to fix it on our end we just have to hope they can patch it.
Mishka Mar 5, 2013 @ 9:57am 
I notice that saving than re-loading the level makes it subside for a few turns.
The_Mess Mar 6, 2013 @ 8:48am 
@rainqinpersonal

Protip - building multi-threaded game engines is actually rather difficult for small developers, and with performance per core still increasing (bar AMD /cough) it's usually cheaper not to.

And frankly, 1.5 minutes is nothing compared to the horror turn times I've been getting (e6600 ftw!), so put the game into windowed mode, fire up your browser and go read/watch something.
gbjbaanb Mar 7, 2013 @ 9:48am 
Originally posted by The_Mess:
@rainqinpersonal

Protip - building multi-threaded game engines is actually rather difficult for small developers, and with performance per core still increasing (bar AMD /cough) it's usually cheaper not to.

And frankly, 1.5 minutes is nothing compared to the horror turn times I've been getting (e6600 ftw!), so put the game into windowed mode, fire up your browser and go read/watch something.

MT software isn't difficult at all, but I guess games programmers have a different mindset to professionals :)

It sounds like its a .NET garbage collection problem (seen that many times) where it starts to hog all your ram and then has to pause continually to collect. If they have got it wrong and they have a memory leak (yes, it happens with GC systems, its not so much a 'leak' as a 'permanently held object' - same difference) then this is what you're seeing if turning it off and on fixes it. they should run it all through a .NET memory profiler.

I'm only getting 20 second turns, but that's painful enough.
MaTr|xL Feuerkelch Mar 8, 2013 @ 11:46am 
Bevore new CTD's after new patch a had only after 900 Turns problems with laggy game! About 30 wait saconds to every next turn.
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Date Posted: Feb 22, 2013 @ 8:11am
Posts: 9