mikkey
Posts: 3142
Joined: 2/10/2008 From: Slovakia Status: offline
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ETF, switches are very well described in "WhatsNew.pdf" and "readme.doc" in WitP AE main directory. Here is description of the most important switches: IMPORTANT - Dual/Quad Core Performance and Command Line Switches: We’ve found that a number of newer multi-core systems with multi-threaded graphics drivers can be particular about how they want War in the Pacific: Admiral’s Edition to work. We’ve added a number of new command line switches which, in our experience, make it possible for every system to get the best performance out of War in the Pacific: Admiral’s Edition. They are defined below as “Performance Switches” and we recommend that every player give them a try as they can even improve performance on older systems in many cases. There are also a number of other command line switches that may be useful to players. To use any of these, Right click to edit the Properties on the “Quick Start” shortcut to the game (located in your Start Menu folder for War in the Pacific: Admiral’s Edition). Do not edit the default desktop link, which points to an “autorun.exe” as that won’t work. You have to use the Quick Start link which points directly to the game executable. You’ll want to add these to the end of the “Target” field to get them to work. For example, when you are done your target field could look like this: "C:\Matrix Games\War in the Pacific Admiral's Edition\War in the Pacific Admiral Edition.exe" -wd –altFont –cpu2 –multiaudio –dd_sw Performance Switches (Please note that the old –dual switch has been removed in favor of the below combination of more configurable switches) -SingleCpuStart : Starts the game in single CPU mode. Switches to multi CPU mode if available later. We’ve found this to be useful on some multi-core systems, especially AMD processors. -SingleCpuOrders : Starts the game in single CPU mode and stays in single CPU for the orders phase, switches to multi CPU mode for running the turn, then switches back to single mode for the next orders phase. We’ve found this to be useful on some multi-core systems, especially AMD processors. Use this or –SingleCpuStart, not both. If either of the above are used with one of the -cpu# switches noted below, it will use the specified CPU, otherwise both of these switches default to the first CPU. If a -cpu# switch and one of these -Single switches are used, the turns will always be processed in multi-processor mode. -cpu# : (cpu1, cpu2, cpu3, cpu4) Switches set the cpu affinity for multi cpu systems. It will do nothing for single cores and will default to using all cores if a core is designated which is not there (for example using -cpu3 on a dual core system). We’ve found this to be very useful on some multi-core systems, especially Intel processors. If used alone, the -cpu# switches will keep the game running on the CPU specified all the time. If used with the -SingleCpuStart switch, it will only use that core when starting the game. If used with the -SingleCpuOrders switch, it will stay in single CPU mode for starting and the orders phase, but will run in multicore. If one of the SingleCpu switches is used without a -cpu# switch, it will default to cpu 1 when it is in single core. -multiaudio : Invokes a fix that changes audio timing for multicore machines. -dd_sw : Handles DirectDraw via Software. We’ve found this can make a huge difference on many systems as far as reducing interface lag and making button clicking in-game more responsive. On a few newer systems this can cause some visual glitches and slow combat animations though, so give it a try and remove it if it’s not ideal on your system. Performance Examples For example, on an Intel Dual Core system here, we use the following switches: -cpu2 –multiaudio –dd_sw On an AMD multi-core system, we use the following switches: -SingleCpuOrders –cpu2 –multiaudio Try these switches in different combinations to see what works best for your system as what works well on one may not be ideal for another. However, we have yet to find a system that didn’t benefit at all from at least one of these switches performance-wise, so test them out! Wide Screen Support New in the third official update: -px -py To have any effect x must be greater than 1024 and y must be greater than 768. If values less than or equal to px=1024 and py=768 are used the original values of 1024 and 768 will be substituted. Spanning mode is not supported and user should ensure that both the video adapter and monitor support the px and py values. We were unable to test on all possible monitor combinations, if you experience issues you should immediately remove the –px –py from your command line switches to revert to standard display behavior. Examples: -f -px1920 –py1200 for a 1920x1200 monitor in full screen mode -w –px1680 –py1050 for windowed mode, so that the window is within desktop Other Switches -colorBlind : Support for color blindness -deepColor : Enables 32 bit color, intended for Full Screen mode -altFont : Enables alternate in-game font (Lucida Sans Unicode) -w : Windowed mode -wd : Windowed mode, daily autosaves -ww : Windowed mode, weekly autosaves -fd : Full screen, daily autosaves -fw : Full screen, weekly autosaves -r : Show Roads -autosave : Daily autosave -archive : Put data reports in archive directory -skipVideo : Skip the intro video when starting the game -fixedArt : Will not use rotating images
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