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So obviously newer and higher spec than a FX8350 (c. 2012) -edit: fixed typo that said 5830 before- but it doesn't seem like it should be that much of a difference! On the other hand a lot changes CPU wise in four years, and they might be testing the game with 2015+ level tech.
I don't remember having this issue with MOO1 on a dated 386 though. Maybe that game optimized things better, or 'abstracts' some AI moves that are invisible to the player anyway.
Yeah, I'll give that a try. Can that be done mid-game?
I was about to say the FX8370 isn't that bad, but then I checked some benchmarks;
http://cpu.userbenchmark.com/Compare/Intel-Core-i7-6700K-vs-AMD-FX-8370/3502vs2983
Seems the I7 is around 50% faster, which would probably bring my turns in-line with what you're seeing. That said, it shouldn't be *this* sluggy.
I have an I7, 6700K, 4GHx, 32GB RAM, SSD, NVIDIA GTX980 Ti
It still takes forever! Something is seriously not right... I am playing turn 600something, against 3 opponents in a medium cluster galaxy. I have had to give up.... turns take too long!
I wonder if it has to do with something the AI is doing based on a technology.... perhaps the interplanetary administration! The reason I say this is that to move a population around when that is in place, takes some time... if the computer is doing it, that could be the reason!
If your game take forever,
why dont share this turnsaves with the devs so they can fix it?
They wrote it in several answers they need reproducable events to fix some things?
@madocs could be right there is something with game events.
For exanple some patches before the game hangs when you attacked a planet where a spy of you were on, or something similar!
. (before the new spy system)
fps on the otherhand has been grafix card fixated since its birth.
several strategy game developers, including of course rts have built or adapted
their code to make use of hyperthreading / multiple cores / advanced instruction
set calculations (newest SSE ETC, computing arrays of data, not elements of data)
supreme commander was easy to multithread, and they defaulted their release
to use either dual or quad.. I forget. one of their engineers later released a patch
which could utilize 64 cores... cause why not? change the code for 8 or 64? about as hard
to do either way... with 64 cores max hed never have to repatch.
(every release after supcom1 by that company was multicore from ground up)
starcraft 2 amazingly was never considered a candidate for multicore use... I cant
guess why. they have never attempted to include other cores and have instead
invested a lot of time and technical prowess in simply optimizing the hell out of
the single core engine!!! they must have had a reason... sc2 will always be CPU bound.
I forgot to add action rpgs are pretty cpu intensive, but they tend to be closer to
50/50 and some could go one way or the other.
Absolutely great game but sadly reach its limit.
I will do so - but they have already had a lot of save games from other people and thought they fixed it, but it seems they haven't yet found the actual cause.
They thought it was a bug with Sakkra AI, but nope. I think as the person above said it's something to do with the AI and tech - possibly Interplanetry Administration or SOMETHING that is causing it to grind to a halt. Either that, or there are just so many moves/ships/colonies per race, per turn that the whole AI needs re-writing or multi-threading.
This does need to be addressed.
Edit: To be clear I don't mean cores/hyperthreads on the CPU but processes/threads in the software so that each race has it's own thread and all moves can be made at the same time, as opposed to 1 thread running them one after the other.
I have done this. Even made a new thread of this a week ago. Sadly got no reply from the Devs at all.