Hi there,
There have been some discussion about this sort of thing before (
differences in architecture, despite same clock speeds), as well as people discussing which specific hardware does how welll (
hardware poll). The unfortunate fact is that CPU architecture varies a huge amount, and the newer ones tend to do vastly, vastly better. I used to be an AMD nut, but since the P4s have largely switched to Intel for my needs, so I'm not all that familiar with the more recent AMD lines. From what I can tell, if you are referring to the
Phenom II X3 720, that ought to be a hugely modern CPU that would do extremely well with the game. So I'm not certain why there would be that much trouble.
Average processing of 20ms is really not particularly high, it is a bit on the upper end of regular full-framerate use, but nothing horribly out of line. What is quite high, as you've pointed out, is the rendering time of 60ms. That alone is going to have you running at half speed or worse, regardless of whatever else is going on with the CPU. There are various settings options in the settings window (marked in green) that help to improve performance of the graphics card. I also have an 8800gt, and my machine almost never has a problem during normal play. However, if you're staring at an entire planet that is doing battle and has 7000+ ships in total on it, you're going to see some lag from the graphics card. Better to zoom in to parts of it on that, rather than looking at the whole planet constantly. You can also temporarily use frame skipping in such as situation to make the graphics lag without bogging down the simulation, so that you're playing in realtime even if the framerate is effectively halved or worse.
With this game, or any large-scale strategy game, the unfortunate fact is that you can get into some situations where performance is going to drop on anything but the most hardcore of PCs. I know of one player who is able to (so I am told) run a game with 201,000 ships in it without noticeable lag except when he orders 4,000ish ships around at a go. In general, if you give such massive amounts of simultaneous orders, sometimes that will indeed cause some command lag -- usually not a second, but it can happen. But if you take that same fleet and give smaller groups of them orders, you won't have any issue at all. Most of the time, you'll also win more if you subgroup your guys and move them around with at least a little bit of tactical positioning.
So what's the story on all this? I figure you'd like some background, and I don't think I've collected this information anywhere recently -- I need to put it in the wiki.
As the developer (and sole programmer) of the game, let me tell you that I very much share your frustration with this sort of thing, and I always dread seeing another post like this one. For most people, performance is fine, but the simple fact is that modern computers are highly variable and measures of gauging performance -- everything from clock speed to bus speed to RAM speed to internal architecture concerns -- paint a very muddy picture for consumers at best. Originally our minimum system requirements were 2.4Ghz, but we are always making various performance improvements to the game and a while back there was agitation from a number of the fans for us to reduce our minimum stated requirements because a goodly number of them were playing the game on 1.6Ghz processors (Atoms, or Dual Cores -- all modern Intel architectures, as it happens; not that AMD isn't supported, but that's simply what the people were using). Their argument was that I was turning off potential buyers with higher system requirements than they were demonstrably using to enjoy the game. So, I reduced the minimum system requirements, and since then have had many more stories of people successfully playing it on even that sort of computer.
But. With a game of this sort, it is very possible to get the game out of bounds of where it will run at full speed. The 201,000-unit game was running at 800ms simulation on my quad Q6600, which was absolutely unplayable. Of course, a recent adjustment to the game has been able to get that down to around 80ms on my machine, but there is still a 60+ second period at the start of loading up that game where the performance is unplayable, and then it gets playable after that period. Not perfect, but playable. This is the same scenario that runs (reportedly) flawlessly on a Q6600 overclocked to 3.5Ghz.
So this is the performance environment for the game. Generally it runs great for most people almost all of the time. In the really large battles, performance will drop but is generally going to be at half or quarter speed or better, and with a battle of that size it's all over in a couple of minutes in the first place -- so that sort of drop is really shortlived. I think that's what you're seeing. The 1-second pause you're seeing with ordering around huge numbers of units is one of two things (or a combination of both). First, you're rather flooding the command queue, and all of the parsing and unparsing of those commands eats up some CPU. Secondly, once those ships have their orders they do some precalculation to make sure that their collision-detection at the destination is more effective and efficient. It saves a ton of lag as you go with that little hiccup at the start. And it's completely avoidable if you don't give orders to quite so many ships all at one time (which, as I've noted, has other side benefits in the game proper).
Handling the performance of a game like this is something that is always a challenge, because if people play the expected way, generally their fleets are a bit more spread out so that there are not often 3,000 player ships free to make a single assault all at once. When players do mass their fleets that much (I've seen as much as 7,000 ships on one planet), the performance does suffer. But, it's also somewhat more shortlived of an issue because those players then tend to steamroll whatever is on the AI planet in a matter of minutes. Unless you put that mass of ships into FRD mode on an enemy planet with thousands of ships, which is suicide for both your ships and your CPU throughput.
Please do note that of course this sort of thing isn't unique to AI War, not that that makes it a perfect situation. I won't point fingers at other games, but part of my motivation for creating AI War (aside from my larger motivations) was to escape the poor performance that often accompanied the largest maps and the best AIs in other games. Largely, I think I've succeeded, but you can definitely get into some rough patches if you play certain ways or have certain hardware. Even in the worst of those sub-100k unit cases, it tends to perform as well as I've seen some other RTS games perform at their
best with their top AIs and larger maps. So I guess take that for what you will -- the threshold for "unplayably laggy" varies from player to player, but that's not something AI War is generally known as being at all; generally whatever issues have workarounds like the ones mentioned above and/or are shortlived. And tend to do better than our competitors, if not as well as we'd ideally like them to be. We're always adding more improvements, too; if you're not yet on the 3.016 version of the game, I'd highly suggest it, since it contains various fixes as well as performance tuning compared to older versions of the game.
I think that the main fear that people have when a post like this comes along is that performance is secretly bad and we just don't care, or that we're trying to dupe people with our system requirements, or whatever. I can assure you that's not the case, and we're as sensitive as we can be to improving performance. If you look at 3.016 version 1.0, for example, performance is about 8000% better (literally). But, the opportunities for larger conflicts are also more prevalent, which counterbalances that in a few cases.
Anyway, I hope this post both helps you tweak your performance so that you can get the most out of the game, as well as put your mind at ease that this isn't something nefarious going on. Thanks again for your support, and I'm glad that you're enjoying the game.
Chris