Started by jamespetts, December 05, 2017, 09:03:46 PM
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Quote from: DrSuperGood on January 02, 2018, 10:42:24 PM22:41 @ 02/01/2018 GMT and the server is only achieving 0.3 MB/sec upload.
Quotealthough can you confirm that this is actually causing the precise same symptoms as you earlier reported (viz. the long lag between command and action)?
Quote from: DrSuperGood on January 03, 2018, 01:15:50 AMNo I cannot as this was being observed from my automated update program downloading the latest nightly zip, which has achieved speeds up to 10 MB/sec doing the same operation in the past.
QuoteAs the game develops, it will become more demanding on computational resources. Slower computers might not be able to keep up
QuoteIs this something that has changed since the latest nightly build, or has this been accumulating for some time?
QuoteAlso, can you check your per core CPU usage?
QuoteEdit: Further, can I ask what your reported figure for frames per second is?
QuoteThe server is set to use a framerate of 30fps. With my i7 950 (overclocked), I can keep up when zoomed in, but not when zoomed out. When I zoom out, my framerate drops to ~28fps, and so the game drops behind. If I zoom all the way in, the game catches up by running at 40-50fps until it catches up to the server, and the lag disappears.
Quote from: DrSuperGood on January 11, 2018, 07:44:36 PMFor the short term the only viable solution might be to add a dynamic frame rate system to the server, similar to what StarCraft II uses. In StarCraft II if a client cannot keep up with all other clients it drops the game speed (ticks per second) so they can. This would mean that when I play both the server and all clients slow down so my CPU can keep up.
Quote from: jamespetts on January 11, 2018, 07:51:54 PMthe graphicsSimEx simulation engine really is horribly inefficient.
GDI ss: 80010, 2388, eye: 0.00, way: 0.00, syn: 7.68, sst: 7.69 fr: 2388, dis: 7.28, tot: 14.96SDL ss: 80036, 2386, eye: 0.00, way: 0.00, syn: 7.74, sst: 7.75 fr: 2386, dis: 4.19, tot: 11.94SDL2 ss: 80019, 2383, eye: 0.00, way: 0.00, syn: 7.83, sst: 7.83 fr: 2383, dis: 4.72, tot: 12.55SDL2 6thread ss: 80026, 2389, eye: 0.00, way: 0.00, syn: 7.97, sst: 7.97 fr: 2389, dis: 5.31, tot: 13.28SDL2 8thread ss: 80025, 2385, eye: 0.00, way: 0.00, syn: 8.01, sst: 8.01 fr: 2385, dis: 5.33, tot: 13.34SDL2 use_hw ss: 80024, 2387, eye: 0.00, way: 0.00, syn: 7.44, sst: 7.45 fr: 2387, dis: 6.01, tot: 13.45 GDI MaxZoomOut ss: 70002, 1862, eye: 0.00, way: 0.00, syn: 7.00, sst: 7.01 fr: 1862, dis: 21.36, tot: 28.36SDL MaxZoomOut ss: 70005, 2085, eye: 0.00, way: 0.00, syn: 6.96, sst: 6.97 fr: 2085, dis: 10.95, tot: 17.91SDL2 MaxZoomOut ss: 70027, 2072, eye: 0.00, way: 0.00, syn: 7.00, sst: 7.00 fr: 2072, dis: 15.85, tot: 22.85SDL2 MaxZoomOut 8thread ss: 70001, 2082, eye: 0.00, way: 0.00, syn: 6.65, sst: 6.65 fr: 2082, dis: 16.11, tot: 22.76SDL2 MaxZoomOut no water anim ss: 70017, 2087, eye: 0.00, way: 0.00, syn: 6.97, sst: 6.97 fr: 2087, dis: 14.35, tot: 21.33SDL2 MaxZoomOut use_hw ss: 70025, 2090, eye: 0.00, way: 0.00, syn: 7.01, sst: 7.01 fr: 2090, dis: 12.35, tot: 19.36sst: average ms spend sync_stepping objects, fr: number of frames in run, dis: avg. ms per frame. tot:(al).
QuoteSet the correct #threads for my CPU, 12%. (WTF is the default at 6? Very few hexacore CPUs still. Engaging HT for the display threading just slows things down. And triple WTF does the client desync from the server when 'fixing' the thread count?)
Quote from: DrSuperGood on January 20, 2018, 09:42:55 PMThe error message is pretty self explanatory. You made a line that is far too complicated. If it should be considered that is open to debate and might be a bug.
Quote from: DrSuperGood on January 22, 2018, 01:08:08 AMMost of my ships make me excessive amounts of profit, to the point I decided to throw a lot of it away raising (enlarging) an island out of the ocean.
QuoteI noticed this, but couldn't figure out how you were doing it. I assumed it was a bug operating in your favour...
Quote from: Rollmaterial on January 22, 2018, 07:01:08 PMServer is down.