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 PostPosted: 08 Jul, 2010 
 

Joined: 26 Feb, 2007
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The gain is certainly noticeable - allowing larger games to get much deeper before the sheer number of units slows it down. It doesn't 'fix' the issue - but it helps.

As for the Engineer manager, the same concept applies - adding a build condition to each engineering task, to insure that an available engineer of the right type is available in the pool, helps it form only platoons that it actually has engineers for, rather than deciding to form a platoon and then finding out that no engineers are available.

With the Factory Manager, it's a little different, since you might want Tech3 factories to build lower tech items. By virtue of having less tasks to manage, the Factory Manager is rarely overloaded and really isn't impacted to the same degree.


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 PostPosted: 21 Jul, 2010 
 

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Is there any way to get the updated files and they would work with sorian's changes?


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 PostPosted: 21 Jul, 2010 
 

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The last changes that Sorian integrated into his AI really did help the speed issue a fair amount. Maybe Sorian would be willing to integrate further changes into his AI, if you could supply him the specifics?

Otherwise, I'd love to get specific files myself that I could replace to try and speed things up even further!


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 PostPosted: 22 Jul, 2010 
 

Joined: 10 Apr, 2007
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HTKatzmarek wrote:
Otherwise, I'd love to get specific files myself that I could replace to try and speed things up even further!


I'll second that :D Looks like you have really made some inroads and it would be nice if you have anymore advice to give. I have my mod pretty well stuctured now and I have 8 AI's that I need to balance.

Love to see what you have done with the build conditions

Moe


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 PostPosted: 22 Jul, 2010 
 

Joined: 26 Feb, 2007
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I do appreciate your confidence - thanks.

While it would be very nice to have a file that you could just drop in and play, I'm afraid my work has been specifically aimed at my own narrow group of players and has been customized to rather personal tastes. If you would find it helpful, drop me a PM and I'd be glad to forward you my current working files to look over.

I continue to make alterations almost every day so it's a work in progress, but you should find the changes in the platoon templates easy to accomodate into your existing AI ( in many cases complete replacements) and I'd be glad to discuss them with anyone willing to do so.


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 PostPosted: 25 Aug, 2010 
 

Joined: 10 Apr, 2007
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Has anybody mentioned the windows memory leaks? I did not even know about these until yesterday. I have made a lot of changes in the Ai and I was worried about memory usage so I started the RAM and CPU gadgets that come with windows 7. I am using Windows 7 Home Premium 64 bit. When I first activated the gadgets my Ram was running at 30% usage with just the basic startup stuff running. I have 4 gigs of DDR2. I had never before checked how much Ram my computer actually uses. I thought 30% must be normal.

 So I start the game and every thing seems good. Ram went up to 38%. When I shut down the game Ram dropped to about 34%. Next time I started the game ram went over over 40%. Shut down it dropped to about 36 %. This continued until I was running at almost 60% usage in the game and dropping to 50% when shutting down the game.

I shut down my computer and did a reboot and the ram was back to 28%. I decided to test using the Sorian 2.0 Ai and it was all the same thing. a slow but steady increased usage over time every time I shut down the ram would be a little higher after the game shut down.

I went on line to check this out and found that the windows OS has memory leaks. There are lots of sites and tech forums with different info on the various leaks. Some talk about a leak caused by power saver another is from the windows media player etc. I found this tool.

http://www.addictivetips.com/windows-ti ... y-booster/

If you want to give this a try then PLEASE read the review article before installing. It warns against trying to use any kind of optomizer to compensate for not having enough ram onboard in the first place.

I installed it, defragged and my idle usage dropped to 22%. I started the Sorian Rush Ai in Lan mode using Drakes Ravine with 4 Ai's no nukes no experimentals. I wanted a big land battle. I have never seen the Ai perform this good before. Using the console and watching the show stats during the first hour of the game the rate stayed at 60 fps. after the first hour stayed mostly in the high 40's. The game lasted just a little over 2 hours. There were a couple of times that the fps dropped under 20 but it did not last very long at all. It recovered back into the 50's. There were a few times in the last hour that it dropped in the 30's and then would recover back into the 40's and even 50's,

The highest Ram usage was 46%. This would be accompanied by a huge cpu spike. the highest cpu spike was 87%. No idea what caused it. They were momentary. Literally 98% of the time the ram usage did not go over 38%. The last half hour of the game there slow downs but they appeared to be individual platoons and pathing related. The Ai was trying to move humongous platoons through and up the paths that lead to the opposite high ground of the ravine. Normally when the Ai units get hung up that's it game over may as well punch out but the Ai actually regrouped the units and eventually got all of them to top of the opposing high ground. I was surprised. It took a little time but it did do it. Normally on my machine once they get stuck they stay stuck until some thing comes along and bombs them off the map.

Now the last half hour the units were not hopping around like bunnies this is true but it is by far the best performance I have ever seen the Ai give on my machine. It was actually playable. Usually because of the lag whether just watching or actually playing I can not finish because the lag is just to overwhelming. I usually watch the engineers and the speed of the gantries on the UEF factories to gauge slowdowns because I know that large platoons can cause problems when everything else is actually working fine. They did slow down but nothing like the almost grinding halt that I am used to seeing.

When I stopped the game my RAM dropped almost immediately to 22 %. I do not know if this will work for every body but this is a 100% improvement on my machine. I also use the Boris Core Maximizer.
 
 
Here are my computers Specs.

Operating System MS Windows 7 Home Premium 64-bit

CPU Intel Core 2 Quad Q6600 @ 2.40GHz Kentsfield 65nm Technology

RAM 4.0GB Dual-Channel DDR2 @ 398MHz (5-5-5-18)

Motherboard NVIDIA NFORCE 680i SLI (Socket 775)


Graphics VX2235wm @ 1680x1050

768MB GeForce 8800 GTX (nVidia)


RAM
Manufacturer Nanya Technology
Memory Type DDR2
Size 4096 MBytes
Channels # Dual
DRAM Frequency 399.0 MHz

If anybody wants to test this tool out for themselves I would be interested in reading what your own tests show.

Moe


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 PostPosted: 26 Aug, 2010 
 

Joined: 03 Jun, 2007
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Sounds interesting. I've downloaded the program from the link you gave, and will give it a try.


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 PostPosted: 31 Aug, 2010 
 

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I've tried the utility. It does seem to keep the memory usage down. I'm running 8Gig, so it really wasn't a problem, but this might be helpful for users with allot less memory.


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 PostPosted: 08 Dec, 2010 
 
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Joined: 12 Mar, 2007
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HI all. I know this forum seems abandoned, as for the game itself, but I discovered that the last version of the Experimental Wars mod solves the simspeed slowdown problem. I do know how they did it, but it works enough for me!
I played several 80x80km maps with 8 Sorian 2.11 AIs with the Experimental wars mod active and all went pretty good.
Unfortunatly this mod is an exclusive one, no other mod can be enabled with it, maybe this is the solution.

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PC: Win7 64bit, Intel E6600, 3GB 800Mhz RAM, GTX260 1.7GB, SB X-Fi XtremeMusic

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 PostPosted: 08 Dec, 2010 
 

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That's really interesting. Anyone know of anything unique about this mod that could maybe be brought over?


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 PostPosted: 08 Dec, 2010 
 

Joined: 26 Feb, 2007
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I'll have to take a look - I'd pretty much come to the conclusion that the slowdown is not particularily related to the AI - but more to the number of units that are in the game. They are related - but the load caused by the AI is only a fraction of that imposed by the units.


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 PostPosted: 25 Apr, 2011 
 

Joined: 09 May, 2007
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paelleon wrote:
HI all. I know this forum seems abandoned, as for the game itself, but I discovered that the last version of the Experimental Wars mod solves the simspeed slowdown problem. I do know how they did it, but it works enough for me!
I played several 80x80km maps with 8 Sorian 2.11 AIs with the Experimental wars mod active and all went pretty good.
Unfortunatly this mod is an exclusive one, no other mod can be enabled with it, maybe this is the solution.


I tried this mod with Sorian's and it appeared to gimp the AI. It basically didn't produce any engineers... ran great though! :) Are you sure this didn't happen to your game?


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 PostPosted: 08 Jul, 2011 
 
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Having played around with Sorian's already existing mechanisms for improving sim performance in his 2.1.1 version of AI, I think I managed to further tighten CPU spending on base expansion managers, without removing the expansions.

On my hardware it improved sim speed by whole 1 point endgame - from constant -1 to constant +0. Tested two cases - 1v1 2000 units total - 1000 per side vs 1 Sorian AI Adaptive opponent. Maps: Mezmerising Paradise and Seton's Clutch, both sides using combined Land, Air, Naval and maxed to limit. Average simspeed 90 to 109, depending on what's going on, dropping to -1 occasionaly during major land engagements.

Hardware: Intel Quad Q6600 CPU overclocked to 3.0 ghz and 6 gb RAM at 800mhz. Minimum simspeed encountered after adjustments: -1 (115 average) briefly for a minute right before a battle for the first exp on the Paradise, quickly reverting to 103 average, and to +0 at 95 when finished off second exp. When AI was left with only main base, simspeed dropped to 80. AI has built a total of 3 land and 2 naval exps, one naval half-finished when I encroached with Subs.

Whoever wants to try - give it a go, uploaded to Gamefront:
(N/a for now as there appears to be an issue)

Oh, yes, and Core Optimiser was used too.
Win 7 x64 is a platform.

Max Core usage reached: 95% at Core 1 and Core 3, 55% at Core 2 and around 40% at Core 0. Max Cpu temperature 69C with no aftermarket parts installed. Total time elapsed: 2.5 Hours on Paradise and 2 even on Seton's, which is about the same as real time passed, maybe with a 10 min difference, desired speed was set at +0 at all time.

Still, using more than 1 AI on maps above 10x10 is not recommended, above 20x20 wasn't tested. But having a 20x map at constant +0 is a good sign indeed :D.

My CPU is a bit ageing already, newest hardware should handle 2 or more AIs on a 20x map.

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My units for Sup Com: "War Prototypes" mod.

viewtopic.php?f=7&t=52337
http://www.gamefront.com/files/20549750 ... s_V01a.zip


Last edited by Steiner on 08 Jul, 2011, edited 1 time in total.

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 PostPosted: 08 Jul, 2011 
 

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I'm very interested in speed inprovements, and I've downloaded your file. Would you mind listing what files you've modified, and what you've changed in them?

Thanks


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 PostPosted: 08 Jul, 2011 
 
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Sorry Katz, remove the file for now as I also managed to break down one function by accident, computer sometimes won't leave his base at all.

Will post an update when the cause identified.

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My units for Sup Com: "War Prototypes" mod.

viewtopic.php?f=7&t=52337
http://www.gamefront.com/files/20549750 ... s_V01a.zip


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 PostPosted: 31 Aug, 2011 
 
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Geezes, bots are actually starting to get intelligent. I wouldnt of guessed that it was a bot, until It posted those links >.>

Ya know what? Forget I said that bots are getting intelligent XD


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 PostPosted: 03 Nov, 2011 
 
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Im a new player even though this came out like a decade ago.
Can someone post a link with the latest AI patches? Im failing to play 2v2 on 20x20 maps without the creaping lag. I wish they would make a patch even if I have to buy it, to fix this terrible engine.

My goal is to be able to play 2 humans vs 2 ai and if possible 3 v3 if I find one more buddy. I want to play the 20x20 maps since there is alot of them but this lag is just killer and doesnt seem to disappear even after wiping out units.

Just looking for the latest AI patches the community has helped put together. Im using the latest version of the game FA which I guess is 1.5.3599

Using quad cores all at 3 ghz. plenty of ram and video.


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 PostPosted: 22 Dec, 2011 
 
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An interesting observation.

I have until recently had Intel Q6600 clocked at 3 Ghz and vs2 Sorian Rush AIs at 1500 units each (maxed, total combined units on map around 4000), with Duncan fixes, Optimiser and MySpeed Sim Speed patch on a 20x20 map Sim Speed at 2:30 was sustained at -3.

However, having clocked the processor a further 300 mhz to 3.3Ghz this same savegame made a stunning increase to -1 simspeed easily sustained.

Seems like overclocking is the way to go.



I've heard the latest iterations of SandyBridge and SandyBridge-E architechture have quite a large cache, but I'm really off-touch with the market when it comes to determining the processor with the biggest potential.

Hence the question: Does anyone know which of the latest or upcoming i7 or i5 processors has the most potential for going over the clock area?

Second question (perhaps to Sorian) which of the processor parameters besides the clock rate are of most importance when it comes to Sup Com AI and simulation? Is cache size (L2, L3) of any importance? Hyper Threading on each core?

Thx in advance.

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My units for Sup Com: "War Prototypes" mod.

viewtopic.php?f=7&t=52337
http://www.gamefront.com/files/20549750 ... s_V01a.zip


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 PostPosted: 01 Jul, 2012 
 
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I had this. thing Every single game i played!
MY most recent game was with 2 Sorian AI.
1 UEF Sorian
1 Seraphim AIX Sorian
I played as Aeon on Setons
And midgame it changed to -2/-1
EDIT:it happens even on 10x10 guess i have to do 5x5


Last edited by Umyeah on 01 Jul, 2012, edited 1 time in total.

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 PostPosted: 01 Jul, 2012 
 

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Clockspeed per core definately seems to be the single most inportant factor. I'm running a 1090T at 4.125 GHz, and it responds allot better as the speed went up. I'm waiting for the Piledriver which should allow overclocks into the 5 GHz range, game should be better yet! :)


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 PostPosted: 19 Oct, 2012 
 

Joined: 19 Oct, 2012
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Hello,

we play Supreme Commander a lot with friends. we discovered a few things with sim speed. Core maximizer is absolutly needed to increase the Simspeed. you can see this on my 2 screenshots from my alphaLCD. we did much measures about this. The Simspeed increase on a 20x20 MAP is aprox. 3
without core maximizer
Image
with core maximizer
Image

AMD X6 Thuban architecture will not work very good with Supreme Commander, we clocked it to 3,85ghz, CPU load was:
Image
But the sim speed was 4 steps lower then a Core i7-920 @ 3,6ghz

Other Computer was a i7-3820 at 4,3ghz. it was just a litte but faster then the i7-920@ 3,6ghz aprox. 1 sim speed above.

very bad in comparing with the i5/i7 cpus will be the core architecture, but always better then the AMD X6 or phenom II :!:

good too was the very cheap i3-2100 cpu.

SupCom will handle very good with core cpus and high frequencies.

another small improvement was to set the simspeed by hand. the automate was not working very good, so we set it by hand. with exception of 81x81 with much KIs supcom is now working real good.

But Hardware is important, one of my friends ha a old E4600. If he wants to play supcom with us, then we give one of our computers to him, we are not in mood to play with simspeed -5 :D

sorry for my english, i do my best, but it is not my primary language :D

regards
Michael


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 PostPosted: 19 Oct, 2012 
 

Joined: 19 Oct, 2012
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Me and my friends still play supcom for many years and found out that the more powerfull cpu you have the less speed gain you will get in diminishing return.
For example we had a pentium D and a core 2 duo. the speed increase was atleast +4/5. Now lets say a core 2 quad q9550 with i5 2500k.
It was atleast +1/+2.
OC'ed the 2500k 3.3 to 4.7 The sim speed gain was only +1
And yikes, it would still drop below zero with just one AI and 2 human players with 750 unit cap.

I've tried core maximizer, was no sim speed difference at all between me and my friend in late game with -2 sim speed. we have similair cpu.

This game so far uses only 2 physical cores. Disabled my 2 core as test looked like sim speed was the same.
Only if the game programmers could optimize the game engine to make it more multi-core friendly and less resource hogging but i guess we would never see that since this game is abandoned.


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 PostPosted: 08 Nov, 2012 
 

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I noticed something interesting too. I was playing a 2v2 game with a friend and against 2xSorian AIs. I was on a 3.4 GHz Phenom II X4 machine with a GTX 560 Ti and my friend was on a FX 8150 with a GTX 560 Ti. According to ren_shownetworkstats, the FX 8150 had a significant sim speed advantage of a few points which is interesting considering this CPU has poor per-core performance and should not have a significant advantage over a 3.4 GHz Phenom II when only ~2 cores are in use.

So it seems that clock speed may be very important. Not necessarily per-core performance.

Another thought I've had is perhaps the slowdown in sim speed is related to the sim speed regulator not making correct judgments on what the sim speed limit should be at a given time. It really doesn't make sense that clock speed instead of CPU performance would be a determinant.


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 PostPosted: 08 Nov, 2012 
 

Joined: 19 Oct, 2012
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Yes, that is very interesting. i have here at the moment a piledriver for testing. I will let it run SupCom and figure out how the new AMD architecture will hanlde with the SupCom engine. But i guess they will not perform very good. i let you know


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 PostPosted: 08 Nov, 2012 
 

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I'm running a fx-8350 (piledriver) for FA clocked at 4.8 GHz. The performance is the best I've seen. It is outperforming or even with all of the I5 or I7 based machines that I'm playing with.


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