wdolson
Posts: 10398
Joined: 6/28/2006 From: Near Portland, OR Status: offline
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quote:
ORIGINAL: spence Wish I had kept better track. Somehow I think it relates to the screen resolution more than anything else but so far that hasn't worked. I tried Commander: The Great War and that seemed to work just fine with no lag at all. I looked at the route or whatever and it only showed the default switches (as in no switches at all). That's a more recent game but for those of you who can delve into deeper layers of code or whatever can find the clue that lies down there. quote:
ORIGINAL: BBfanboy Shot-in-the-dark ideas: - if you have been playing the game for a while, issuing orders and visiting lots of bases and units, RAM gets overloaded with data that has been retrieved and kept in case you need it again. Once RAM is overloaded things like clicking on a new base suffer quite a bit of hesitation getting the data to present to you. The cure for this is to save, exit the game and restart. I have a screamer Alienware machine with 8 gigs of RAM and this still happens to me. - having the hex sides highlighted adds a lot of work to the graphics card. When you scroll one hex in any direction the entire screen has to be redrawn, so scrolling is greatly affected. Use the F6 key to turn it off until you really need to see the hex side control details. - graphics cards have specific native resolutions that they are optimized for. If yours has , say, 1600X900 as one of the standard settings and you go with 1600X1000 in the game start menu, the card has to calculate everything it does rather than access whatever shortcuts are in the optimization. Right-click on your desktop to access the properties and check out the settings your graphics card presents to you as available. The problem is a bug in DirectX. AE uses some old legacy calls that were designed for single processors. With multi-core processors, there are calls that call another thread in DirectX and it waits for a return. On a single core, the other thread can't run until the first thread gives up control, but on a multi-core, the other thread can return with the answer before the first thread even thinks it should start waiting for the answer. Both processes sit there staring at one another until the first one asks for the data again, whereas the other thread says, "hey dummy, it was there all along!" and things continue. This problem is compounded with some video card drivers which are also multi-threaded and they end up tripping over themselves. We provided as many switches as we did because these problems manifest differently on different machines, so people have to play around with the settings to find which ones work best for them. The fact -deepColor works for a lot of people with Windows 10 tells me there is something new in the graphics library that is also causing problems. Bill
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WitP AE - Test team lead, programmer
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