Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Test for "LAG"

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Tigers on the Hunt >> Tech Support >> Test for "LAG" Page: [1]
Login
Message << Older Topic   Newer Topic >>
Test for "LAG" - 1/9/2018 12:14:56 PM   
Ticonderoga60

 

Posts: 86
Joined: 10/12/2016
From: Italy
Status: offline

I did a test. El Alamein scenario. After several turns, the lag increased exponentially each turn.
After 6 turns of play, the lag reached 30-35 seconds! Then I did a test:
I turned off the PC, I turned it back on and I uploaded TOTH again.
The lag now lowers to 5 seconds (instead 30-35)! It is as if the computer memory was filled round after
shift without emptying.
Peter, is it possible for the game to constantly allocate memory without empty the RAM?















Post #: 1
RE: Test for "LAG" - 1/9/2018 3:36:50 PM   
Hailstone


Posts: 666
Joined: 1/19/2016
From: Phoenix, AZ
Status: offline
My experience is quite different. The scenarios with lag problems that I have saved are repeatable regardless of restarting my PC. Every time I reload a saved laggy game the delays just pick up from where they left off when I saved the game. Never found any difference with restarts.

(in reply to Ticonderoga60)
Post #: 2
RE: Test for "LAG" - 1/9/2018 4:32:07 PM   
Peter Fisla


Posts: 2503
Joined: 10/5/2001
From: Canada
Status: offline
quote:

ORIGINAL: Ticonderoga60

I did a test. El Alamein scenario. After several turns, the lag increased exponentially each turn.
After 6 turns of play, the lag reached 30-35 seconds! Then I did a test:
I turned off the PC, I turned it back on and I uploaded TOTH again.
The lag now lowers to 5 seconds (instead 30-35)! It is as if the computer memory was filled round after
shift without emptying.
Peter, is it possible for the game to constantly allocate memory without empty the RAM?



It's the LOS and FOW processing that takes the hit, these two processes are very CPU demanding. I have optimized both functions to get about 45% performance improvement in the UPDATE4. Are you playing with UPDATE4 + Beta 1.0.82 patch ( posted here, http://www.matrixgames.com/forums/tm.asp?m=4384334&mpage=3&key= Post 74 form me).

(in reply to Ticonderoga60)
Post #: 3
RE: Test for "LAG" - 1/9/2018 10:20:40 PM   
Ticonderoga60

 

Posts: 86
Joined: 10/12/2016
From: Italy
Status: offline
No Peter. I haved 1.0.81. Tomorrow try with 1.0.82. Thanks for the moment.

(in reply to Peter Fisla)
Post #: 4
RE: Test for "LAG" - 1/10/2018 2:51:33 AM   
Peter Fisla


Posts: 2503
Joined: 10/5/2001
From: Canada
Status: offline
quote:

ORIGINAL: Ticonderoga60

No Peter. I haved 1.0.81. Tomorrow try with 1.0.82. Thanks for the moment.



The 1.0.82 addresses some old CPUs not being able to run 1.0.81. So if you are ok with the released UPDATE4 (meaning your CPU can run build 1.0.81) then you are up to date and don’t really need 1.0.82.

< Message edited by Peter Fisla -- 1/10/2018 2:52:07 AM >

(in reply to Ticonderoga60)
Post #: 5
RE: Test for "LAG" - 1/10/2018 11:38:31 AM   
Ticonderoga60

 

Posts: 86
Joined: 10/12/2016
From: Italy
Status: offline
So, after installing 1.0.82 the situation is as follows:
El alamein, (lOS quality low):
turn 7: 5-6 seconds (very acceptable)
turn 8: 12-14 seconds
turn 9: 16-20 seconds
The situation has improved compared to 1.0.81
However, I turned off the PC (Hailstone: switched off and not simply restarted) and switched on again
I uploaded the saved file and the lag is back to 6 seconds.
Evidently, something in TOTH progressively fills the RAM, worsening performance as the game continues.
However, if they were 6-7 seconds, it would still be excellent.
Peter, a bug: AFI managed by the AI can interdict player's broken units
Thanks for the attention. TOTH always remains a masterpiece! In game programming, one of the most difficult, if not impossible, things is AI management! Actually level of IA is not excellent but is good. I enjoy very well!

(in reply to Peter Fisla)
Post #: 6
RE: Test for "LAG" - 1/10/2018 11:48:00 AM   
Ticonderoga60

 

Posts: 86
Joined: 10/12/2016
From: Italy
Status: offline
Ops! IA AFV are BU!

(in reply to Ticonderoga60)
Post #: 7
RE: Test for "LAG" - 1/10/2018 12:23:00 PM   
Peter Fisla


Posts: 2503
Joined: 10/5/2001
From: Canada
Status: offline
Each time AI plays a segment, the AI processing will different as each time the AI thinks slightly differently. Also in Windows 8 and 10 the performance testing with the game will report different numbers as the windows os by itself does things on its own so the environment is never the same either.

(in reply to Ticonderoga60)
Post #: 8
RE: Test for "LAG" - 1/10/2018 12:26:05 PM   
Ticonderoga60

 

Posts: 86
Joined: 10/12/2016
From: Italy
Status: offline
About bug Peter?Is really a bug? I think yes.

(in reply to Peter Fisla)
Post #: 9
RE: Test for "LAG" - 1/10/2018 1:17:17 PM   
rico21


Posts: 2990
Joined: 3/11/2016
Status: offline
The mainly lag is the distance between AI units and Victory points.
More than twenty hexes is too many.
And the other hand, If AI unit has to choice between several victory points, it's worse.
Howewer...

(in reply to Ticonderoga60)
Post #: 10
RE: Test for "LAG" - 1/10/2018 2:22:44 PM   
Peter Fisla


Posts: 2503
Joined: 10/5/2001
From: Canada
Status: offline

quote:

ORIGINAL: Ticonderoga60

About bug Peter?Is really a bug? I think yes.


Sorry, what bug?

(in reply to Ticonderoga60)
Post #: 11
RE: Test for "LAG" - 1/10/2018 2:45:59 PM   
zakblood


Posts: 22687
Joined: 10/4/2012
Status: offline
might be better to share a report on your system spec tbh, as not had the issues myself and play on an old test system

quote:

Processor: Intel(R) Core(TM) i7-2700K CPU @ 3.50GHz (8 CPUs), ~3.5GHz
Memory: 16384MB RAM
User DPI Setting: 120 DPI (125 percent)
System DPI Setting: 144 DPI (150 percent)
Card name: NVIDIA GeForce GTX 960
Dedicated Memory: 4062 MB
Current Mode: 1920 x 1080 (32 bit) (60Hz) 920 x 1080(p)



How to get a DirectX Diagnostic file:

1. click on "START"
2. click "run"
3. type in "dxdiag" and click "OK"
4. check through the tabs and perform all tests
5. click "Save all Information..." and save the text file to a location of your choice

We prefer that DxDiag files be posted as message attachments rather than pasted into the body of the post.

once the report has been made, just attach it to your post with first adding the file to a zip, which is then permitted to attach to the forum

< Message edited by zakblood -- 1/10/2018 2:46:16 PM >

(in reply to Peter Fisla)
Post #: 12
RE: Test for "LAG" - 1/10/2018 3:16:03 PM   
rico21


Posts: 2990
Joined: 3/11/2016
Status: offline
Is it serious doctor?

(in reply to Ticonderoga60)
Post #: 13
RE: Test for "LAG" - 1/10/2018 4:39:01 PM   
Ticonderoga60

 

Posts: 86
Joined: 10/12/2016
From: Italy
Status: offline
BU AFV managed by the AI can interdict player's broken units. This isn't correct

(in reply to rico21)
Post #: 14
RE: Test for "LAG" - 1/10/2018 6:20:47 PM   
UP844


Posts: 1662
Joined: 3/3/2016
From: Genoa, Republic of Genoa (occupied by Italy)
Status: offline
I think this is another feature (like radioless, drone-directed OBA) aimed at providing some help for the poor AI.

A human player can also make use of the advantages of being CE (better accuracy, AAMG fire, better road movement rate). Once the Panzers were killed, the CE Stuarts in Alamein slaughtered German infantry with ease :D.

On the other hand, I think teaching the AI how to evaluate when it is better being CE rather than BU would be a major issue.


< Message edited by UP844 -- 1/10/2018 6:22:16 PM >


_____________________________

Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP

(in reply to Ticonderoga60)
Post #: 15
RE: Test for "LAG" - 1/10/2018 7:19:23 PM   
Peter Fisla


Posts: 2503
Joined: 10/5/2001
From: Canada
Status: offline

quote:

ORIGINAL: Ticonderoga60

BU AFV managed by the AI can interdict player's broken units. This isn't correct


I will look into it, you have a saved game that could help me.

(in reply to Ticonderoga60)
Post #: 16
RE: Test for "LAG" - 1/11/2018 9:23:03 AM   
Ticonderoga60

 

Posts: 86
Joined: 10/12/2016
From: Italy
Status: offline
No, I haven't in this moment.
UP, I agree with you. It is not a big deal. Also in El Alamein, the English Stuart has killed two broken teams ...
It is also true that the AI does not use the fast movement, which could help him win on several occasions.
Peter, I noticed one thing: an AI squad used Molotov against my PzIII. There is a shadow on the target hexagon. Is it maybe smoke?















(in reply to Peter Fisla)
Post #: 17
RE: Test for "LAG" - 1/11/2018 11:37:03 AM   
Peter Fisla


Posts: 2503
Joined: 10/5/2001
From: Canada
Status: offline

quote:

ORIGINAL: Ticonderoga60

No, I haven't in this moment.
UP, I agree with you. It is not a big deal. Also in El Alamein, the English Stuart has killed two broken teams ...
It is also true that the AI does not use the fast movement, which could help him win on several occasions.
Peter, I noticed one thing: an AI squad used Molotov against my PzIII. There is a shadow on the target hexagon. Is it maybe smoke?



Do you know at least what buttoned up vehicle was firing vs the broken unit as it routed?

There is no Molotov in the game, only Molotov projector.

(in reply to Ticonderoga60)
Post #: 18
RE: Test for "LAG" - 1/11/2018 11:42:03 AM   
rico21


Posts: 2990
Joined: 3/11/2016
Status: offline
I was reproduce the case...




Attachment (1)

(in reply to Ticonderoga60)
Post #: 19
RE: Test for "LAG" - 1/11/2018 11:43:08 AM   
rico21


Posts: 2990
Joined: 3/11/2016
Status: offline
The file only for Peter eyes...

Attachment (1)

(in reply to rico21)
Post #: 20
RE: Test for "LAG" - 1/11/2018 1:47:43 PM   
Peter Fisla


Posts: 2503
Joined: 10/5/2001
From: Canada
Status: offline
Thanks Rico21 for the save. I have reviewed the case and I have to say That this NOT a bug, an AFV that is buttoned up cannot interdict enemy broken unit using its main armament. However, the AFV machine guns do not have this restriction. This feature is working ok.

(in reply to rico21)
Post #: 21
RE: Test for "LAG" - 1/11/2018 2:25:48 PM   
Ticonderoga60

 

Posts: 86
Joined: 10/12/2016
From: Italy
Status: offline
ok. The molotov projector was used in Rico's Dacha, not El Alamein. Ok, Peter, isn't a bug. Thank for explanation.

(in reply to Peter Fisla)
Post #: 22
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Tigers on the Hunt >> Tech Support >> Test for "LAG" Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.891