Re: Lag with 5000+ troops?
Same here, do you use Windows 7?
Re: Lag with 5000+ troops?
Oh the irony: your i7 is hardly used but it is precisely your i7 that is the bottleneck. You see, RTW is hardly multi-threaded; and during the battle both the engine and the logic (AI) must share a thread. Since the load on the system increases as the variables in the scenario (i.e. objects, and complexity of the physics of those objects) do you will quickly max out one core and simply run an underpowered single processor system as far as RTW is concerned from then on. Hence only 25% CPU load, but a lagging game nonetheless.
You may be able to run RTW/EB a bit smoother if you look into setting both CPU affinity of the cleanup and the RTW main processes/threads via the task manager (Processes tab).
Re: Lag with 5000+ troops?
So, this is for all quad-cores and multi threaded thingies or only for the i7?
Re: Lag with 5000+ troops?
More than 2 cores in general. RTW consists of exactly 2 processes: (a) RTW.exe; (b) e~005 or something which appears to be a kind of runtime or garbage collector.
So it is better for RTW to have 2 cores at higher clock speeds than 4 cores at lower speeds because it is not going to put more than 2 cores to any good use. So a high end Core2Duo is going to at least match if not outperform any Quad Core on this game (especially since the cheap Quad Cores sacrifice on the cache size which means that you are going to waste more clock cycles fetching memory from slower memory, namely RAM).
And some Quad Cores are more Quad Core than others.
Re: Lag with 5000+ troops?
So, does adding 2 additional gigs of RAM help, since I've got only 2?
Re: Lag with 5000+ troops?
Quote:
Originally Posted by
Skullheadhq
Same here, do you use Windows 7?
Yep.
Quote:
Originally Posted by
Tellos Athenaios
Oh the irony: your i7 is hardly used but it is precisely your i7 that is the bottleneck. You see, RTW is hardly multi-threaded; and during the battle both the engine and the logic (AI) must share a thread. Since the load on the system increases as the variables in the scenario (i.e. objects, and complexity of the physics of those objects) do you will quickly max out one core and simply run an underpowered single processor system as far as RTW is concerned from then on. Hence only 25% CPU load, but a lagging game nonetheless.
You may be able to run RTW/EB a bit smoother if you look into setting both CPU affinity of the cleanup and the RTW main processes/threads via the task manager (Processes tab).
But the thing is, in my task manager, I see the 2 cores being used at less than 50%, so even if RTW only uses 2 cores, it's not using my cores to its potential. Furthermore, an i7 is faster clock-per-clock than Core2s due to better architecture, and it has turbo boost that increases the speed from 2.66GHz to 2.GHz when 2 threads are being used and to 2.9GHz when 1 thread is being used.
In either case, I see my CPU usage for the cores actually being used at less than 50%
Re: Lag with 5000+ troops?
No. Not relevant. With RTW you are running fairly generic x86 code that is not optimized for i7. You are then running this within a compatibility layer (VM-lite) on what is presumably a generic AMD64 OS. Perhaps some SSE support is required to run this game I don't know (would have to look at the specs) but you are getting no more than SSE 2 as far as optimizations go I think. Again: you are running Pentium IV/equivalent code that is basically the architectures of many years ago. You are not even getting the benefit of improved number crunching performance of the AMD64 architecture, because you are not even using that.
A few percent clock for clock gain is nullified by (a) not using it; (b) the intermediary compatibility layers; (c) the significantly higher clock speed of a high end Dual Core out-of-the-box. And that is without considering cache misses. What is interesting is to see if your set up would benefit from (1) coercing Windows into lumping these processes onto a specific core; (2) looking at the actual clock speed as reported by Windows; (3) looking into this Turbo Boost feature and see whether Intel ships utilities so you can manually enable/disable it.
In other words: that there is this new great feature on the i7 that makes code run 5 times as fast, bakes cookies and brings happiness to the world is not of any use unless you actually run a program that takes advantage of it. And RTW certainly doesn't.
Re: Lag with 5000+ troops?
holy bawlz...that is totally meh. I'll try overclocking my i7 in hopes that increasing the raw power will somewhat make up for the lack of coding support/architecture utilization.
Re: Lag with 5000+ troops?
Windows 7, i7 Quad Processor, 6 GB Ram, Radeon 4890 ----> NO PROBLEM with up to 7000 Troops and most times no lag at all even with 3x speed
Re: Lag with 5000+ troops?
Upgrading RAM works? I've got 2 atm.
Re: Lag with 5000+ troops?
This caused a bit of lag. Windows 7 Beta, 4 GB RAM, 2GB VRAM
https://img714.imageshack.us/img714/5869/fuckyeah.png
Re: Lag with 5000+ troops?
Re: Lag with 5000+ troops?
Nah, there were quite a few units of Triarii and Pedites Extraordinarii. When an army as badass as my own has only 1:3 battle odds it's not fighting peasantry. I just killed all the generals and used the Gaesatae's fear effect to its absolute maximum.
Re: Lag with 5000+ troops?
his troops are three silver gallons + he have a ton of cavalry bum rushing the ennemy generals. The best way to give the Ai a fighting chance is to have maximum 3 cav units (two normal cav + general) and not bum rushing the generals
Re: Lag with 5000+ troops?
Hey, I had to blast through 6 full stacks in northern Italy. Giving them a fighting chance was my last priority. You win enormous battles any way you can, especially when you're the attacker.
Re: Lag with 5000+ troops?
Quote:
Originally Posted by
Cullhwch
Hey, I had to blast through 6 full stacks in northern Italy. Giving them a fighting chance was my last priority. You win enormous battles any way you can, especially when you're the attacker.
Wait, I thought your pic was from a custom battle/custom skirmish?
Re: Lag with 5000+ troops?
Quote:
Originally Posted by
Intranetusa
Wait, I thought your pic was from a custom battle/custom skirmish?
Don't think so, you only have "captains" in custom battles, no FM
Re: Lag with 5000+ troops?
Maybe he modify the EDB to gain missile bonus :grin: just like me... (but I only give +1 bonus, not +3 bonus)
Re: Lag with 5000+ troops?
Yeah, I've made some edits to my game. I edited the tavern buildings to boost missile attack and I gave Triarii eagles, among other things.
Re: Lag with 5000+ troops?
Uhoh, that's historically not correct ;-)
Re: Lag with 5000+ troops?
And there I was, thinking the alcohol reduced accuracy? :grin:
Re: Lag with 5000+ troops?
My question is...how in the hell was the AI smart enough to build 6 full stacks in the campaign...and how the hell were they smart enough to attack you with all 6 stacks at once!!! O_o
Re: Lag with 5000+ troops?
He attacked _them_. So it is no coincidence that this is a 1 vs 4 battle.
Re: Lag with 5000+ troops?
Quote:
Originally Posted by
Intranetusa
My question is...how in the hell was the AI smart enough to build 6 full stacks in the campaign...and how the hell were they smart enough to attack you with all 6 stacks at once!!! O_o
The AI had six full stacks around Arretium because I bottled them up there. You see, if you spend the first few years of an Aedui campaign building forts with token garrisons in the mountain passes of northern Italy, the Romans can't expand into Cisalpine Gaul. If you're not at war with them and the forts are in Eleutheroi territory, the Romans won't attack them (no common border with the Aedui) and they'll HAVE to go to Sicily. It makes the game a lot more interesting.