Der Alte Fritz Posted September 23, 2007 Share Posted September 23, 2007 What makes the game run slowly? Is it size of map or number of units. Or a combination? cheers 0 Quote Link to comment Share on other sites More sharing options...
George MC Posted September 23, 2007 Share Posted September 23, 2007 Hi DAF! I reckon it's a combination - although lot's of units doing stuff appears to give the blue bar creep. In the 3D view I think it's having a graphics card that can't draw all the stuff wuick enough. Sure someone will come along and say - bollocks!" Cheers fur noo George 0 Quote Link to comment Share on other sites More sharing options...
BeauCoupDinkyDau Posted September 23, 2007 Share Posted September 23, 2007 Even with a good GPU the game will chug if there are a lot of units on screen. CM wasn't really built to go over a battalion or so, but many scenarios have way, way more units than that. "The Blue Bar Creep" as George puts it ( melikes ) will happen with a lot of units, but more so with scenarios with lots of armor action. 0 Quote Link to comment Share on other sites More sharing options...
Bannon DC Posted September 23, 2007 Share Posted September 23, 2007 Agree with the above. For in game viewing, once I updated my graphics card, I was much happier. If that is your problem, don't delay. For $100 to $150 bucks you can really buy happiness. I have an old computer by today's standards but my new graphics card has given it a second life. 0 Quote Link to comment Share on other sites More sharing options...
stoat Posted September 23, 2007 Share Posted September 23, 2007 In my experience, the game slows down primarily for two reasons. The first is map size. If the map is ginormous, the camera controls become jerky and the game slows down. This can be assuaged by reducing the horizon limit "Shift+H." The second game slowing factor is a large number of moving/shooting units. Stationary and non-firing units do not seem to reduce game speed, regardless of number. But when the units of both the player and the AI begin to move and engage one another, there is much more data to be processed, and the game slows. You can't fault BFC for this, as it is partly a user hardware issue, and partly a misuse of the game engine. CMAK was designed to be a company level combat game, with scalability up to battalion level. I've only noticed slowness in scenarios and operations with maps covering more than 10 square kilometers, and with OoBs in excess of brigade size on each side. 0 Quote Link to comment Share on other sites More sharing options...
McIvan Posted September 23, 2007 Share Posted September 23, 2007 There is one other major "slowing" mechanism, and that is the amount of craters. Set a map to heavy damage and the difference from exactly the same map on no damage is phenomenal. 0 Quote Link to comment Share on other sites More sharing options...
Der Alte Fritz Posted September 24, 2007 Author Share Posted September 24, 2007 Well I have a 4km sq map, 2 companies of Germans, 4 platoons of StuG and 3 companies of Russians and about 20 guns. Run on a Pentium 4 with a ATI 256k RAM card. It is not glacial but takes a 2-3 minutes to calculate moves. Also how do you feel about driving from one end of a 4km map to the other? As players do you find this acceptable? cheers 0 Quote Link to comment Share on other sites More sharing options...
George MC Posted September 24, 2007 Share Posted September 24, 2007 Hi DAF Each to their own. I know a lot of players don't like large maps and lot's of units. me I prefer large maps with a manageable number of units (battalion tops although i do tend to scale down stuff with casualties etc). I make the sort of scenarios I like to play and if tohers like em also - well superb. If not hey I made it for me Other players prefer small maps, but me I hate being railroaded into a 1km x 1km map with limited avenues of approach Re your calculation - you can send me a copy and I'll compute some tunrs and see how long they take. That looks slow for your PC spec. How much RAM are you using? You can also try and turn off any background stuff (anti-virus software etc) and see if that makes any odds. Cheers fur noo George 0 Quote Link to comment Share on other sites More sharing options...
Sardaukar Posted September 24, 2007 Share Posted September 24, 2007 Number of craters ( and level of damage) in scenario is major slowdown. It has in past been contributed by programmers (may find the posts if they are still on forum) to be related to number of LOS-checks units have to make. 0 Quote Link to comment Share on other sites More sharing options...
Der Alte Fritz Posted September 24, 2007 Author Share Posted September 24, 2007 Hi George I use 1 Gb of RAM and the ATI card is a 9700 Pro so should be able to handle quite large games. The battle I am building is a follow on to my Russian Offensive series and seeks to explain a Russian Defensive position. Have you got any more testing work on CMBB or are you fully committed to CMSF? cheers 0 Quote Link to comment Share on other sites More sharing options...
George MC Posted September 24, 2007 Share Posted September 24, 2007 Hi DAF Your spec sounds pretty good. Does the map have lot's of craters, trees or elevation chnages? All that stuff appears to affect the speed of the game. I'm busy with Charlie finishing off the end of the Strachwitz series - that's pretty much taking up the little time I have (full on with work right now). In between I'm doing CMSF stuff but at the moment all my scenario time is on Der Graf Got one scenario that will be ready to test after a few wee changes if you fancy? Be keen to see your new Russian offensive battle? Cheers fur noo George 0 Quote Link to comment Share on other sites More sharing options...
Kineas Posted September 24, 2007 Share Posted September 24, 2007 It's likely too that the spotting algorithms have 'quadratic' running time, meaning if you double the units in the scenario you need 4 times more calculations to resolve the turn etc. 0 Quote Link to comment Share on other sites More sharing options...
Broompatrol Posted September 25, 2007 Share Posted September 25, 2007 Smoke, trees, breeze (makes some trees sway), number of men per squad, animations, shadows, transparent buildings, craters.. Pretty much anything involving detail. Lots of calculations of combat results. In my experience big maps and really heavy battles cause slow down. 0 Quote Link to comment Share on other sites More sharing options...
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