Thursday, April 19, 2012

Full simulation

I understand this game uses some kind of super demanding simulation system, am I right?
Anyway, TBH i would have preferred they would have skipped that and just gone with some regular one. Last time i played was about a year ago, and really, three years after release and you still can't play a decent online game that lasts over 30 min without the game running on like -5 speed or super laggy.
i bought new comp last year, 3,4 ghz quad core CPU, AMD phenom 2, and I still can't even play a long game with a friend, just him and me, (he has about equally good computer) without the game slowing down after 30-60 minutes.
Seriously I'd much rather have them gone with some kind of simple simulation, and in return i could play long games at high speed. Before release the devs said many times that this was the game for people who like big battles, long games etc. They even talked about games lasting for 10+ hours . Well shouldn't they have made the game compatible to play those long games then?
/rant|||Your CPU should be able to run SupCom just fine. How much memory do you have? You can try to give the Core Maximzer a go, to see if it yields any performance-increase. Also, do both of you run Windows 7? Windows XP utilizes multicore-CPU's and software poorly.
With modern day hardware you can play 4on4 (all-human) games for hours on a decent simulation-speed as long as everybody has good hardware. Do you play against AI with your friend? In terms of performance the AI is poorly implemented in the engine used for SupCom, which is already not really good with memorymanagement either. This tends to slow down AI games almost to a grinding halt. I share the frustration about this.|||Win7
4gb Ram, (some new kind)
Coremaximizer installed
Seriously though, none of these things should really be necessary. It works fine when I play with my friend, even though it slows a little, which it definitely shouldn't though, playing on computers put together long after the release of the game, on LAN, etc. It's endurable though
But what really grinds my gears is that I can't go on-line and find a fine game without it turning into laggy **** every time.|||I think that pretty much everyone would say that the multiplayer performance (without AI-opponents) of SupCom is fine and actually pretty smooth. You may experience slowdowns with a high number of units of group of units clustered together but not significant reduction in the simulationspeed.
Simply put, the engine is now considered old and has not recieved updates after the release of FA. This means the game won't (or very little) take advantage of innovations in the hardware in modern PC's (like, for example more cores in CPU's or 64-bit hard- and software). The engine just has difficulty managing the biggest maps with a lot of units. But I think for 2006-standards GPG did pretty well.
When playing you may want to try typing ren_showNetworkStats in console. This will pop up a window (top right of you screen) and tell you stats about the current game. It will also show which player is causing the game to slow down for everyone.|||Well you did have some good points/tips, but my opinion still is that gpg should have scrapped full simulation and gotten their head out of the clouds and made some realistic goals for the game. Thanks|||Simulated projectiles are a core part of what make this game so great. Im glad GPG didn’t design their game around whining noobs.|||Also, blaming simulation for it is stupid. It's impossible to tell exactly what your problem is without investigation.
It might be a memory leak somewhere causing your PC to start swapping to harddrive, for example. The memory leak could be in the game, or it could be in some part of DirectX or one of the drivers in your system.|||AdmiralZeech|||i bought a C2D for supcom's release (she's still going strong 4 years later!) and was always pleased with supcom's performance. especially its internet performance, which due to the 500ms UI, felt just as good as a LAN game assuming sub 500 ping. sure, when a stupidly huge battle broke out things might chug a tad, but i dont remember this glorious era of gaming where games ran perfectly no matter what. try playing MW2 (jump jets not M4 carbines) on a DX2-66. or doom 2 without your xms/ems settings perfected just for that game.
to the OP, if you're playing against the AI, STOP. if you're playing online, then your performance will only be as good as the slowest PC in-game. i've played 8 player LANs with no performance issues at all (it shouldn't be a network issue, have played 1v1s on a 56K with no probs).|||AdmiralZeech|||Play a game without AI.
The slowdown was from there. Sup2 has a buck loads of projectile spam and performs better than FA does.
It's all in the engine, not the concept.|||pkc|||The link didnt work for me.
Besides. I suspect your game slowdown is from AI.
Even so, I play 4 Human against 1-4 AI with freinds regulalry and whilst id always slows down a but its rarely enough to be a problem. We have pretty decent PC's but nothing cutting edge.
If someone comes on with 2GB ram, then we run into problems.
Most of us have 4gb (some 8gb) and its all smooth.|||How many AIs do you play against? I've played 20X20 maps with 3 other Duncane AIs and the slowest speed I've ever seen is -3 after 2 hours on a quad-core @ 2.66GHz and Core Maximizer.
SupCom was an overly ambitious game for its time, but for 2005 standards (when dual-cores were just being released, most games weren't multithreaded, and RTS games barely had 200 units), the Moho engine was great. It just wasn't future-proof enough. No one knew that quad-cores would come on the market so fast. It's not a matter of design, it was a matter of changing technology trends which GPG could not have foreseen. Back then, companies were promising 4 GHz CPUs and the Moho engine scales well with clockspeed. If CPU tech had gone for the gigahertz rather than the cores, FA would be running great on current systems. But who knew that quad-cores would arrive so fast? The design was sound, the technology defied expectations.|||X-Cubed|||Quote:|||X-Cubed|||chosan|||chosan|||AdmiralZeech|||From my sig: "TA has been the role model of all Chris Taylor RTSes to come: always big, always complex, always innovative, always niche, and always in need of one more patch."
Remember, TA could not run well on the largest maps at the time it was released either. The real problem is support and optimization, not with the simulation design. Had GPG been given the time and budget to continue working on the Moho engine after FA's release, I think SupCom would have much better performance.
I've heard that the 3603 beta patch for FA improves performance for some people, so if GPG had been able to patch FA more, things might have been better.|||chosan|||Tiberian Sun was pretty fancy actually. It had some voxel based units and fancy lighting. It ran rather poorly on computers at the time even though it was a 2D engine. It had nearly non-functional IPX-only (!) multiplayer (terrible lag). It also came out 2 years after TA. :D
TA is actually a strange combination of seriously forward looking gameplay but also retro technical aspects. It's fully 3D, but it's 8-bit color, for example. When it came out in late '97, people were trying to play it on Pentium MMX and Pentium II boxes with 32-64MB RAM and you had to do little maps and small armies. I don't think it got really smooth in giant multiplayer games until about 5 years later when CPUs were several times faster.
One thing I thought was cool about TA technically was how my HDD would spin down during long games. It was literally running everything out of RAM for hours at a time. GPG certainly didn't have their Supcom engine running that smooth.|||Yeah, in FA hundreds of MBs of RAM were used to cache sound files (quoted from steveb) while other data was constantly being loaded from the hard-drive (seen in situations where an SSD will have a performance-enhancing effect well into a game itself). The engine could use a lot of optimization, but the concepts that drive it weren't flawed or overreaching in any way. FA's problems were not from the simulation or core engine design but from optimization and balance.|||You shouldn't have too may problems. Online against decent PCs with no AI, the game should run fine. Even my PhenomII 720 @3.4GHz only drops below 0 simspeed when I hiit 3000 units AI, using Sorians AI and DuncanE's changes, as well as the Core Maximizer.

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