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UFO:AI on a low end machine

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anonymissimus:
I'm checking out how well various programs I use perform on hardware from ~2000. This machine has
1 GHz, 512MB RAM, a Nvidia Riva TNT2 with Nvidia's driver for that card, and win xp. The dual boot Linux system's graphical desktop performs much worse than windows - driver issues. So first time I try UFO:AI on windows. Had to set color depth to 32 bit or otherwise it complains about no hardware acceleration. I used one of those nightly downloads for 2.6 and a source checkout. fps in battlescope is ~7, geoscope and menus are better or much better. Pagefile goes up heavily though, I don't expect "mansion huge" (this is the most problematic map I've seen) to be usable.

I strongly suggest an option to disable "animations" of some things, especially fire/smoke fields. Other fires (crashed UFO parts and sometimes others are scattered on the map) should also be included. Probably a good idea to include unit animations as well (soldiers, aliens and civilians on the map, and the soldier image in the HUD). Fire fields are a total CPU eater. I hope this can all be done with a single option. Just have all of those display as a static image.

As the nightly is debug, I will have to compile myself for a release build I guess. I already have a recent CB with MinGw install. If I take headers, libs and dlls from the package at http://ufoai.org/wiki/Code::Blocks as usually, reference them so CodeBlocks finds them, is that supposed to work, basically ? Is the site I linked to the least out-of-date guide for windows compilation ?

DarkRain:
Interesting,

Fire/smoke and other such effects are handled by the game's particle system, which is also used by weapons' effects (projectiles, beams, explosions, etc.) in theory it should be possible to switch to more simple particles, and it probably would be a good idea for the android port — if it will ever be resurrected... it should also be possible to disable unit animations but I doubt that will have a great effect, but I might be wrong

Re compiling on windows, haven't used the pre-packaged CB in a while but last time it worked fine, so it should work still I think.

pete conway:
Low end machine and  UFO AI 2.5 stable.

Now I realise that this is only my fourth post and it's been a week or so since my third... that's because having found out how to massage the difficulty in Notepad++ a little (a point or two here and a point or so less there, nothing major) I've been so engrossed in the game I've almost become absorbed...
Enough prattling, the problem I seem to be having is bloat, now maybe that isn't the right term but it's the one in my head, you see the further I go in the game 'a year now with 5 bases and a 120 employees stores getting overfull so I build another base with guards' all this has taken a toll on my load time 3-5 mins loadtime, is there any way besides scaling back my play style that I can speed up the load times, it's getting more important now as the further I get in the game the more serious a threat the Aliens see me as and respond accordingly... they come down and kick my butt/send even bigger ships... then I gotta reload and get even.

*Animations and all are running just fine no hiccups or lag at all, just longer load times

The machine I'm using at the moment is a P4 single core, 3.2, 2 gig Ram, Nvidia GS8400, Win 7 32bit  and a windows experience rating 3.6.

If anyone can shed some light on this I'd be grateful,

As ever Pete.

DarkRain:
Lots of characters is a known cause of long load times (specially on windows it seems) if you have a lot of "unused" characters (unemployed pilots for example, other unemployed that you won't need a lot of) you can remove them by right clicking on their checkbox in the hire/fire screen. WARNING: The character will be GONE forever, if you end needing more of that kind of character you'll have to wait till more are generated at the end of month.

pete conway:
Thanks for the heads-up on that DarkRain, I'm goin' for another playthroug and will dispense with all but the 'best of the best of the best' I do recall giving up on checking out the 'new recruits' some half way through the game, so that would seem to contribute to my load times from there onwards.
by the end of the game I had 50 Soldiers, 80 Scientists, 55 Engineers, and 7 pilots...  probably hundreds in waiting in total.

As ever Pete

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