Author Topic: Performance  (Read 1017 times)

Offline tombik

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Performance
« on: May 16, 2015, 08:01:31 pm »
Panning just kills the game for me. I have kinda decent setup, but my mobile AMD display card (Radeon M7) makes trouble sometimes.

Zooming out is also horrible. Game plays well, animations are okay, nothing seems laggy as long as which part of the world is on the screen stays same.

I am commenting on this, since maybe there are others with the same problem.
« Last Edit: May 16, 2015, 08:12:41 pm by tombik »

Offline ptarth

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Re: Performance
« Reply #1 on: May 16, 2015, 09:10:45 pm »
I have similar issues, but I'm running an underpowered system, so I'm expecting to. Plus they haven't very many optimizations yet.
Note: This post contains content that is meant to be whimsical. Any belittlement or trivialization of complex issues is only intended to lighten the mood and does not reflect upon the merit of those positions.

Offline x4000

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Re: Performance
« Reply #2 on: May 16, 2015, 09:16:54 pm »
This is a known issue, it's in how we are calculating what is to be shown on the screen at a given time.  The current method is simple but quite inefficient.  There are a number of optimizations that can be made there, but we haven't had time to get to those what with everything else.  For us, the important things to test have been what performance we can get when the known-inefficient part isn't running (aka panning), and then the interturn stuff and actual gameplay bits. 

The slowness of the far zoom is still a bit of a mystery as to exactly where the performance woes are, but it's something we will be profiling for later.  There are also some issues when a bunch of saucers drop in and many events kick off at once, among a few other things.

The main request I have is that anytime you have a situation that you think is egregious, or a good test case for us to look at, then please upload that to mantis with steps for us to repro what you are seeing performance-wise.  We can always use more test savegames, those are always welcome, because it's not always the same thing in all of them.

With the international incidents work out of the way for Keith, he's pretty much on fulltime bugfixing duty at the moment, and then is going to be having performance and profiling work slotted into that increasingly.  I think that 1.0 should be pretty much night and day from this, but definitely getting reports and saves of particularly egregious spots of trouble is a big part of that.  Thanks!
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Offline tombik

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Re: Performance
« Reply #3 on: May 17, 2015, 04:43:57 am »
This is a known issue, it's in how we are calculating what is to be shown on the screen at a given time.  The current method is simple but quite inefficient.  There are a number of optimizations that can be made there, but we haven't had time to get to those what with everything else.  For us, the important things to test have been what performance we can get when the known-inefficient part isn't running (aka panning), and then the interturn stuff and actual gameplay bits. 

The slowness of the far zoom is still a bit of a mystery as to exactly where the performance woes are, but it's something we will be profiling for later.  There are also some issues when a bunch of saucers drop in and many events kick off at once, among a few other things.

The main request I have is that anytime you have a situation that you think is egregious, or a good test case for us to look at, then please upload that to mantis with steps for us to repro what you are seeing performance-wise.  We can always use more test savegames, those are always welcome, because it's not always the same thing in all of them.

With the international incidents work out of the way for Keith, he's pretty much on fulltime bugfixing duty at the moment, and then is going to be having performance and profiling work slotted into that increasingly.  I think that 1.0 should be pretty much night and day from this, but definitely getting reports and saves of particularly egregious spots of trouble is a big part of that.  Thanks!

Actually if it was specific to a savefile I would have already uploaded it. It is not.

With dragging around "battlefield"s being such a chore, basically even military feels like a burden.

Offline x4000

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Re: Performance
« Reply #4 on: May 17, 2015, 11:38:03 am »
I gotcha.  Can you post a dxdiag from your machine (if you are on windows) just so that I have an idea of what sort of specs you have that are running into this?

In terms of the general performance issues there, I did bump that up last night to a higher priority on Keith's coming-up work list: https://docs.google.com/document/d/14XQ61PpOfTHiusfdy0D6Vjq2OjNN04GkKddpYV7ZrJE/edit
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Offline tombik

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Re: Performance
« Reply #5 on: May 17, 2015, 06:26:04 pm »
I gotcha.  Can you post a dxdiag from your machine (if you are on windows) just so that I have an idea of what sort of specs you have that are running into this?

In terms of the general performance issues there, I did bump that up last night to a higher priority on Keith's coming-up work list: https://docs.google.com/document/d/14XQ61PpOfTHiusfdy0D6Vjq2OjNN04GkKddpYV7ZrJE/edit

Sent you my dxdiag via PM. :)

Offline x4000

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Re: Performance
« Reply #6 on: May 18, 2015, 09:10:39 am »
Thanks!  I got your PM.  And yikes that you are having trouble on a machine that new and that nice.  It makes a certain amount of sense, though; some of what you were seeing is a bit card-agnostic and more of a CPU-bound thing.  I will definitely be keenly interested to hear about how performance is for you as we get things further optimized, if you don't mind keeping me up to date somewhat on that.  There is a way to turn on the FPS display in the game via the Graphics tab of settings, and results from that in specific scenarios would be interesting later on.

Not so much now -- right now there is a ton we know we need to do, and we know where in general it is.  I actually fixed the specific thing you were most complaining about so far for the next build (that bugged me a lot too), although I'm still not happy with where the performance is in a lot of savegames or in general when zoomed out.  That's something that is definitely being bumped up on the priority list some at the moment.

Thanks!
Chris
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Offline tombik

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Re: Performance
« Reply #7 on: May 18, 2015, 01:33:36 pm »
Thanks!  I got your PM.  And yikes that you are having trouble on a machine that new and that nice.  It makes a certain amount of sense, though; some of what you were seeing is a bit card-agnostic and more of a CPU-bound thing.  I will definitely be keenly interested to hear about how performance is for you as we get things further optimized, if you don't mind keeping me up to date somewhat on that.  There is a way to turn on the FPS display in the game via the Graphics tab of settings, and results from that in specific scenarios would be interesting later on.

Not so much now -- right now there is a ton we know we need to do, and we know where in general it is.  I actually fixed the specific thing you were most complaining about so far for the next build (that bugged me a lot too), although I'm still not happy with where the performance is in a lot of savegames or in general when zoomed out.  That's something that is definitely being bumped up on the priority list some at the moment.

Thanks!
Chris

I am not sure what engine are u using, but if it is Unity, even the old games with shitty graphics (and poor optimization) which is made by Unity puts some burden on my system. I guess it needs additional effort on behalf of the developer.

I will report on this thread, if something is better on performance , you will know.

Offline x4000

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Re: Performance
« Reply #8 on: May 18, 2015, 02:05:47 pm »
We are using unity, but only sort of.  We don't use any of the stuff that would normally be causing an impact on your machine.  In our case we're using very much a bare-metal approach to things, so whatever inefficiencies are there are ours. :)
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