#Better Optimization in Large Scale Battles

22 messages · Page 1 of 1 (latest)

still plank
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I would like to have a smoother and less laggy gameplay experience in large scale battles. Role plays aren’t as enjoyable with 10-15fps. I understand a lot is going on during the battles with thousands of shells and lasers being fired at one time. But, I would like to have a patch that improves gameplay performance if the user’s rig allows it. I have a AMD 5900x 12 core processor and a RTX 3080 w 64gb 3200mhz Ram. As far as I can tell my cpu is only getting 15-20% usage and my gpu about 10%. This doesn’t need to be as important as other suggestions.

fast tundra
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i would quite appreciate that actually

robust yew
viscid sorrel
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rp battle? use a mod to not use crew since that makes lots of lag

true geyser
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Crew ai makes up most of the lag especially when you have thousands

still plank
true geyser
hasty spruce
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i feel like crew is one of those things that could absolutely be optimized

true geyser
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I don't think it can get too optimised for performance without losing efficiency

hasty spruce
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iirc walt had mentioned multiple times that crew use a lot of contant checks, which can probably be reduced through some(?) more memory useage

true geyser
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I'd say crew use those checks and do it that often from ships not always being the exact same, a hallway can take damage and die, or a LC might die at the front of the ship, which without checks may cause crew to seem really dumb

hasty spruce
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here's what im saying:

lets say a crew chooses a certain path to take. to make sure its still valid, the crew useing said path has to check every part along the path to make sure its still ok to travel

instead of checking every frame, each part along the path could store the crew that are going to cross it
if a part is destoryed, it could send a signal to all the crew useing it from the stored list that their path had been disrupted, so crew dont have to constantly check them every frame themselves anymore

true geyser
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and crew that will avoid using the same path another crew is travelling on at the same time?

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since multiple crew on the same tile's slower

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crew choose to go alternative paths, like a 2x wide hall they don't all take the same 1x side path

hasty spruce
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im unsure if crew nessesarly check for other crew on the same path like that, i thought it was more of a priority for taking a specific left side of a wider path
i'd have to experiment more to see, though
I do know crew dont really update their paths if not disrupted once they started taking one, as seen when you edit a ship to create a really short path after a crew goes for a destination

true geyser
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I think a solution to all this, is to use smaller ships and pretending they are bigger,

still plank
true geyser
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They'll still be carrying that ammo to it until they reach the end of the hall and are forced to update

hasty spruce
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to save time, they will just dump the ammo into space at that point

carmine citrus