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Slow Game Engine?

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From a few weeks ago I feel when play HCE the game developes very sloooooowwww, even in vry simple scenarios and with 30 min time compression.

 

I think I can set something erroneously at the game star (in both almost-new computers!), some hints or ideas about it or erroneous settings?

 

That would be the change so that the map is updated every game second. It was an intentional change that I haven't seen reason to back out. Please do make an argument though with your opinion.

Yep, currently 5 min compression seems to be the practical maximum, both on a venerable Core2 Duo and an adult Core i5.

If the map update is only for screen refresh then I would cavort making allowance for a 5 sec refresh at 10min and 15 sec refresh at 30 min compression.

 

Is there someone around with a muscle i7? Is 10 min and 30 min compression within reach with that?

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Not at home now (I'm al fresco), but I fear I'm using an i7!

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Now at home. Exactly, my main computer has a i7 2,3 GHz processor, Windows 7 and 8 Gb RAM, and the slow game engine results (playing the same scenario in both computers at the same time) are also the same than in the Netbook (Asus 1000 with Atom processor, Windows XP and only 1 Gb RAM).

A little too late for thoughts, better tomorrow ....

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But I fear the game engine is now too slow for practical use, aside use in tactical and direct fighting. Now it's not good for operational scenarios, in a big sea with both sides looking for the other. But insist, it's too late today and my brain is a Little over-stressed, for more clear thoughts better tomorrow ...

Please see http://harpgamer.com/harpforum/index.php?/topic/2395-hce-release-notes/?p=43826 and give 2009.097 a try. Hopefully it is the best of both worlds and could lead to eventual removal of other map updates (they happen in many places in the game, this only affects the one spot changed in 2009.082, in the main game loop, so much more optimization is possible).

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Ok, tested 2009.097 for ten minutes or so before going to work, 097 far better game results and apparently all is ok now. More comments later.

I never thought my old desktop will live to see 1:30 minutes compression again! :)
Much improved!

Tony, do I get the logic right? That redraw is supposed to happen at least 10 times per second unless GE is very loaded, that is calculation of a game second takes longer than 0.1 real second.

...
The logic is now changed to redraw the map
windows if the game clock ticks to a new second and the map
windows haven't been redrawn in the last 100ms of real life
time. So at 30min:1sec time compression the maps will be redrawn
at least 10 times per real life second and at worst every 180
seconds of game time. (thanks Grumble, Enrique)
...

 

I realize I came to like the "cinematic" redraw :), the 10 per sec would be fine even for FPS addicts, only I think there is just 1 redraw per sec currently, for example at 1min compression.

See video attached.

2009.097-1min.zip

There is no guarantee of how many times the map is rebuilt per real life second. It may be rebuilt 1000 times per second or zero (when you have a modal dialog open).

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I see now in the game log actions I've the "submarine stopping noted" activated, I suppose it slows the game, how can I deactivate it, I don't remember it!!!

I see now in the game log actions I've the "submarine stopping noted" activated, I suppose it slows the game, how can I deactivate it, I don't remember it!!!

You can't deactivate the messages but they will not appear in the release variant of the patch. I'll probably add a command line option or something for debug builds at some point.

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