for me, the farther zoomed out it is, the more laggy it gets. things.
Hmm. In general, or in a specific locale? If there's a place that is particularly laggy, can you post it?
the commands are fine, I think, and I'm not sure how 1 and 4 are different
With 1, you see visual stuttering, but the game clock keeps going at a 1:1 interval with realtime. With 4, regardless of what happens with the visual stuttering or not, the game clock goes slower than realtime. So in other words, one second on the timer takes two actual seconds, etc. Usually that's accompanied by lag as well, but it's far more severe.
in my experience, it seems to lag the most where the main action is taking place.
So mainly in battles, then? That's not completely unexpected, of course, as that's when the most is being drawn. I still have a number of optimizations in store that will help with that, but to some extent it will always have a lower framerate in the unity version compared to the AI War version, when the framerate suffers.
Example:
1. In SlimDX, if it was lagging bad enough that you were getting only 10fps, then it would run at 10fps and would have a 1:2 ratio with realtime. In other words, everything would take twice as long. That's
enormously irritating, because it feels like you're playing in molasses and it also impacts other players in multiplayer even if their computers are better, because they have to wait on you.
2. In Unity, in the same situation, you might only get 5fps, or 3fps, depending on the ratio of GPU/CPU load. However, game time would keep very close to a 1:1 relationship with realtime, which makes the game feel choppy but keeps it moving as fast as possible. And it doesn't impact other players in multiplayer, and it presumably gets you through the period of lag sooner, since the action doesn't slow down to wait for your rendering to catch up.
Anyway, hopefully that helps answer the questions some.
also: are the planet's numbers (like mk III planet, or something) supposed to blink red and white?
At the moment, yeah, mainly because I haven't got the new interface for that completely figured out yet.
edit: some of the shots end up shooting upwards. aka: a ship is shooting to the left, but the actual shot graphic is vertical when it should be horizontal. this doesn't happen with all ships, and I haven't been able to tell which ones do, and if they always do.
Yep, known issue -- but thanks.