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MadBoris
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Posted: 08 Sep, 2007
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Joined: 15 Feb, 2007 Posts: 1458
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Just run it from the folder it is extracted to.
Nothing else should need to be done.
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igotsmeakabob!!
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Posted: 08 Sep, 2007
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Joined: 08 Sep, 2007 Posts: 265 Location: New York
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Wow, I gave it a try... holy hell. Thank you so much. This is awesome. I could run with an 8 player 500 unit max with good FPS the whole time.
Argh. So amazing.
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korbendallas
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Posted: 09 Sep, 2007
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Joined: 24 Feb, 2007 Posts: 767
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lots of <3 for madboris.
(no pyramid tho  )
_________________ Yeah yeah, it's that multipass movie. I get it now.
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wagnard
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Posted: 11 Sep, 2007
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Joined: 27 Feb, 2007 Posts: 103
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This tool is fantastic But in reality it should'nt be needed if THQ would know how to code adequatly.....
Can we hope a patch to automatically use the cores normally?
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igotsmeakabob!!
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Posted: 11 Sep, 2007
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Joined: 08 Sep, 2007 Posts: 265 Location: New York
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I believe the problem was on Microsoft's side, and they did release an optional patch for it... the link is floating around somewhere on the technical support boards, IIRC. I haven't used it because some of the warnings scared me off.
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MadBoris
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Posted: 11 Sep, 2007
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Joined: 15 Feb, 2007 Posts: 1458
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igotsmeakabob!! wrote: I believe the problem was on Microsoft's side, and they did release an optional patch for it... the link is floating around somewhere on the technical support boards, IIRC. I haven't used it because some of the warnings scared me off.
I'm not sure what you are referencing, but it is entirely something different than what my tool does.
@wagnard:
In all fairness, they do use them normally, it's just not the most optimal. I just improve on it by redistributing threads, I could even make it better than it is, but I am kind of hoping they are quiet on it because they are going to enhance the thread CPU affinity themselves and call it "improved multithreading optimization" as a bullet point for the expansion. That's why I am not wasting much time enhancing it further.
Maybe if Anandtech does an article about it, we will hear something more official. 
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jetsnguns
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Posted: 12 Sep, 2007
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Joined: 16 Feb, 2007 Posts: 443
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tell us the truth MadBoris you're actually working for GPG and bringing in a very informal way optimizations to the game
by the way how on earth did you manage do generate these save files which actually are playable ???
_________________ C.T. "I allways say, when something leaves the body, Something else enters, that's how creative process works !" 
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igotsmeakabob!!
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Posted: 12 Sep, 2007
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Joined: 08 Sep, 2007 Posts: 265 Location: New York
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MadBoris, I was responding to Wagnard's post.
But seriously, the tool is fantastic... even if my speed slows down to -2 or +0 when there are several thousand units on the 8 player map. Heh.
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rattle
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Posted: 18 Sep, 2007
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Joined: 18 Sep, 2007 Posts: 1
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Don't know if it belongs here on in the other thread...
I'm getting error logs all the time no matter what I do. The game's patched to the latest version, main exe name is SupremeCommander.exe and it shows up properly the process manager.
I tried different settings for the init time yet it spews errors.
I'm on XP (32-bit) and the CPU's an X2 6000.
18.09.2007 20:52:57 Error occurred in GetProcessID 0 DLL Error - 1702 Variables:RetVal =0 Variables:lngProcessID =0 Variables:strTempProcessName = Variables:P =0
18.09.2007 20:52:57 Error occurred in GetProcessID 20 Resume without error DLL Error - 0 Variables:RetVal =0 Variables:lngProcessID =0 Variables:strTempProcessName = Variables:P =0
18.09.2007 20:52:57 Error occurred in SetAffinity 0 DLL Error - 0 Custom Error - Could Not Get process ID of SupremeCommander.exe Variables:strImageName =SupremeCommander.exe Variables:lngPID =0 Variables:lngHwndProcess = Variables:iProcessors =0 Variables:MyMask =0
18.09.2007 20:52:57 Error occurred in SetAffinity 20 Resume without error DLL Error - 0 Custom Error - Variables:strImageName =SupremeCommander.exe Variables:lngPID =0 Variables:lngHwndProcess = Variables:iProcessors =0 Variables:MyMask =0
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Voltaire
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Posted: 18 Sep, 2007
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Joined: 24 Mar, 2007 Posts: 3
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My first test with this tool has not run as expected. My computer is a Core2 Quad 2.4 Ghz, 2 GB RAM and a Geforce 8800 Gtx, running Windows XP.
I started setons clutch with 7 AI players (4 sorians, 2 jaws, 1 normal) and sandbox victory as well as 2x resources. When the game reached t2/t3 framerate began to drop noticably, or at least it didn't respond smoothly to camera changes. I'm afraid I did not get the exact framerate.
The odd thing is the core maximizer appears to have been doing something. All four cores were equally in use, but only with around 70 % load on each. The rendering thread should have gotten enough CPU time then in theory, and my graphics card certainly should be able to display what was on the screen. It wasn't really all that much, and zooming far in or far out did not improve responsiveness.
So why wasn't CPU use maxed out entirely? I do not understand.
In the end it crashed on me, It might have been that 2 GB of RAM were not enough, but the task manager showed supCom to use only 1.47 GB. I'll go read the rest of the thread now to see if anyone has had similar experiences.
Edit: Ok, now I loaded my save game with and without the tool, and the tool appears to improve performance by a tiny bit. However, reducing Anti Aliasing from 16Q to 8Q has a more noticable effect (and even that is still a subtle effect), while turning AA completely off clearly improves performance. My conclusion is that I don't really benefit from this tool, or I still didn't have enough units. But I am too lazy to test this further for now.
_________________
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Ravenstrike75
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Posted: 26 Sep, 2007
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Joined: 26 Sep, 2007 Posts: 1
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Really excellent mod,i got good perfomance even on very large maps with lots of units.Great Work! 
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sniglet
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Posted: 08 Oct, 2007
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Joined: 06 Mar, 2007 Posts: 67
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I have been trying to use the core maximizer on my dual core Vista box but I keep getting errors. When I exit SupremeCommader there is a maximizer error window open talking about a Type 13 mismatch. Here are the results from the error log.
Error occurred in SetAffinity
13 Type mismatch
DLL Error - 0
Custom Error -
Variables:strImageName =SupremeCommander.exe
Variables:lngPID =2104
Variables:lngHwndProcess =432
Variables:iProcessors =0
Variables:MyMask =0
Also, I notice that choosing "options" (when right-clicking the maximizer icon in the tool tray) never works.
Any suggestions? Anything else I should do to debug?
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MadBoris
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Posted: 09 Oct, 2007
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Joined: 15 Feb, 2007 Posts: 1458
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Yeah, it seems a few people get that error and they can't get around it.
So it's likely something unique to those systems, I just have to figure out what that can be. I will try and look at that today. THX for the error.log, it gives me a start.
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sniglet
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Posted: 09 Oct, 2007
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Joined: 06 Mar, 2007 Posts: 67
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MadBoris wrote: THX for the error.log, it gives me a start.
Let me know if there is anything else I can do to help debug the issue. If you need any other diag info (logs, whatever), just let me know.
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jetsnguns
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Posted: 09 Oct, 2007
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Joined: 16 Feb, 2007 Posts: 443
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Hello MadBoris,
It seems that thread dispersion remains the same in FA as in supcom Vanilla. Do you plan to release a core maximizer for FA or can i simply rename "ForgedAlliance.exe" to "SupremeCommander.exe" ? thx 
_________________ C.T. "I allways say, when something leaves the body, Something else enters, that's how creative process works !" 
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MadBoris
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Posted: 10 Oct, 2007
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Joined: 15 Feb, 2007 Posts: 1458
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jetsnguns wrote: Hello MadBoris, It seems that thread dispersion remains the same in FA as in supcom Vanilla. Do you plan to release a core maximizer for FA or can i simply rename "ForgedAlliance.exe" to "SupremeCommander.exe" ? thx 
hey jetsnguns,
For now you can do that to get around it. In that case, maybe I will take it to the next level with more specific thread affinity most notably to help quads. Also if some other games coming out will benefit I will include a drop down box for games that will benefit, I will include "ForgedAlliance.exe" in the next update.
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Raizic
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Posted: 10 Oct, 2007
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Joined: 17 Sep, 2007 Posts: 1199 Location: Dayton, OH
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Is there a way to tell if its actually working or not? I've never been able to notice an appreciable difference with it on or off since when its on I can't tell if its doing anything. Does it only work if everyone runs it? Or if you're the slowest computer then just you having it will help?
_________________ -Calbrenar/Raizic
Bobucles wrote: ...The other half is because the GPG forums are typically hostile to anyone they meet. Lots of neckbeard virgin angst around here...
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Bhurak
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Posted: 10 Oct, 2007
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Joined: 12 Sep, 2007 Posts: 1
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One simple way to see if it's working --- bring up the task manager and look under performance. You will see at least two of your cores being used. Without the maximizer, only one core gets used.
MadBoris - Thanks for this great tool! I hope you'll keep adding to it, I love the idea of spreading the load across all four of my cores.
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Raizic
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Posted: 10 Oct, 2007
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Joined: 17 Sep, 2007 Posts: 1199 Location: Dayton, OH
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Bhurak wrote: One simple way to see if it's working --- bring up the task manager and look under performance. You will see at least two of your cores being used. Without the maximizer, only one core gets used.
Thanks i'll give that a try. Bhurak wrote: I love the idea of spreading the load across all four of my cores.
.......lol
_________________ -Calbrenar/Raizic
Bobucles wrote: ...The other half is because the GPG forums are typically hostile to anyone they meet. Lots of neckbeard virgin angst around here...
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MadBoris
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Posted: 10 Oct, 2007
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Joined: 15 Feb, 2007 Posts: 1458
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Quote: Is there a way to tell if its actually working or not? I've never been able to notice an appreciable difference with it on or off since when its on I can't tell if its doing anything.
Basically it becomes more responsive when the game gets busier and can handle more units and fire fights. That's hard to compare to a different game you played an hour ago. I used to have saves to download so people could test and compare between the two. But yeah task mgr is a way to tell if it is in effect, it can be checked after a minute in game, better equality of CPU use. The problem is when you ALT/TAB back to the game some threading CPU affinity readjusts on it's own, that's not always optimum (mentioned all that in the multithreading post).
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jetsnguns
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Posted: 10 Oct, 2007
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Joined: 16 Feb, 2007 Posts: 443
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MadBoris wrote: jetsnguns wrote: Hello MadBoris, It seems that thread dispersion remains the same in FA as in supcom Vanilla. Do you plan to release a core maximizer for FA or can i simply rename "ForgedAlliance.exe" to "SupremeCommander.exe" ? thx  hey jetsnguns, For now you can do that to get around it. In that case, maybe I will take it to the next level with more specific thread affinity most notably to help quads. Also if some other games coming out will benefit I will include a drop down box for games that will benefit, I will include "ForgedAlliance.exe" in the next update.
Hey MadBorris,
yeah i gave it a try and it's working fine. If you take it to the next level to help quad you will make many people very happy  even if current release is a giant step for supcom optimization. thx again for your great contribution and kindness 
_________________ C.T. "I allways say, when something leaves the body, Something else enters, that's how creative process works !" 
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jetsnguns
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Posted: 10 Oct, 2007
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Joined: 16 Feb, 2007 Posts: 443
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MadBoris wrote: Quote: Is there a way to tell if its actually working or not? I've never been able to notice an appreciable difference with it on or off since when its on I can't tell if its doing anything. Basically it becomes more responsive when the game gets busier and can handle more units and fire fights. That's hard to compare to a different game you played an hour ago. I used to have saves to download so people could test and compare between the two. But yeah task mgr is a way to tell if it is in effect, it can be checked after a minute in game, better equality of CPU use. The problem is when you ALT/TAB back to the game some threading CPU affinity readjusts on it's own, that's not always optimum (mentioned all that in the multithreading post).
the best way is probably (but of course if you can afford) using a logitech G15 keyboard. You have a LCD screen on which you can display in real time the load for each core.
_________________ C.T. "I allways say, when something leaves the body, Something else enters, that's how creative process works !" 
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The_One
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Posted: 12 Oct, 2007
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Joined: 04 May, 2007 Posts: 157 Location: Inside an ACU!!
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Thanks MadBoris.
I’ve never seen SC to take the advantage of my dual core.  I’ve always seen that only one core hit max and another doesn’t even go beyond 25% in heavy fighting and get choppy  . After running the Core maximizer I’ve seen that my 2nd core has been utilized even in the beginning of a game.  The 1st core does not hit 100% but it balances with the 2nd core in 60% & 40%. I’m very happy with this tool.
Excellent work, U’r genius MadBoris and THX again. 
_________________ E6600 @2.4; ATI 4850 (512mb);19" LCD (1280X1024)
2GB DDR2 667MHz; Intel DG965RY; Windows Vista sp 2 (32 bit)
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Hogo
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Posted: 14 Oct, 2007
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Joined: 09 Apr, 2007 Posts: 340
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Hey boris I used this for Supcom and then just renamed Forgedalliance.exe to the Supcom one and BAM all my lag problerms are atlot better thanks
EDIT: Was trying to use with FA But you cant go online and use it because GPG wont run FA when named as Supremecommander.exe.
Going to have to wait guys 
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MadBoris
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Posted: 14 Oct, 2007
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Joined: 15 Feb, 2007 Posts: 1458
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Just made an update to 1.03.
Added support for Forged Alliance by way of a drop down box, no other changes. I will make a check box, or custom profile based method, for it to initialize for all supported games later, for now you have to choose the game.
Sorry I haven't gotten to the bug that is affecting a few people, it's on my list, this is just a busy time. I also hope to be able to add an autostart with windows option next time around.
Get it on original post Here.
Since I personally haven't tested it with FA, let me know how it goes.
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