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I don't know if it has anything to do with your issue though.
But like I said, minimizing is not my problem here. I rarely do that anyway.
What CPU usages do you see with NGU on your system (probably relative to logical core)?
Thanks for looking into this for me. I appreciate it.
Install mangohud (debian has it in its repos, so no 3rdParty build/install hassle there) and set the start command for NGUIdle to "MANGOHUD=1 %command%"
You can disable the FPS/CPU%/.. display with R-Shift + F12
I am now at 35%CPU usage. Just the presence of mangohud did this. It can be even better when you limit the FPS to something sane for this type of game like 20 or 30 via fps_limit in the mangohud config (e.g. ~/.config/MangoHud/wine-NGUIdle.conf)
... and I just set fps_limit to 25 and am now at 12% CPU usage. That is what I would expect from a game like this.
The whole game is based on update ticks rather than real time and it is based on 50 per second.
Setting the FPS to 25 should make the game work at 50% speed as well, you can fairly easily check that with the various timers.
I tried setting the FPS limit to 5. the display is notably slower, but the overall progress is the same (I looked at gold increase, where I could easily count a rythm, which stayed the same).
It honestly would be insane to couple the internal update rate of an engine to the frame rate of the display. Very old console games did that, but I don't think anyone today still does it like that. This would mean a faster machine make faster progress.
Good to know that capping the FPS doesn't have the same effect (and it wouldn't mean faster progress on better machines since it caps at 50 updates per second).