gennyo
Posts: 68
Joined: 4/3/2019 Status: offline
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The most visible change in C:MO compared with C:MANO is the new interface. It's fluid and easier to navigate (mouse scrolling to zoom is much improved and right-click-and-drag for moving around the map is more natural for my mind), but I think some underlying change in technology made some issues for some users. For me, the first problem is C:MO eats much more CPU than C:MANO, especially idling using like 50% of CPU. My laptop for playing this is behind the mainstream (Thinkpad Yoga 260 with i5-6300U, 2c4t, undervolted to 6W TDP) and the new Direct3D based map drawing really strains the meagre CPU and GPU (if it can be called a GPU for some people) processing resources, making the interface not responsive at times. As I'm typing this, I use process explorer to suspend C:MO process in background, keeping my CPU and battery happy. (At 10-12W TDP throttle response improves somewhat but still eats lots of CPU time at idle) Change in interface is also related with new rendering scheme: font and icon presentation. Some people complains about the new font rendering, but using Direct3D rendering tech these issue is near impossible to fix as I observed (that’s why apps from Microsoft Store looks a little off from ordinary GDI apps). I love GDI rendering but can’t blame the game developers for Microsoft’s fault. For fonts, I’ve like a smaller font size for interface elements, like the old one. But BLACK COLOR SCHEME! My laptop screen keeps running at 25% brightness (as a somewhat non-normal pathologist, My eyes are used to dimmer environment lighting but needs more contrast than many people) and the new interface looks like light gray texts and icons on darker gray background, IT KILLS MY EYES, make them more sore than a full day working on microscopes looking at lymphocytes. I wish a choice for the “original” C:MANO looks. And if not asking too much, I would like a transperent text log like old C:MANO… Last, C:MO is 32-bit with some dotNET stuff, though it runs better than the old one and I'm not running into memory.out exceptions like before yet. I think a 64-bit version may make some processing smoother but I'm not programmer so this is out of my scope. For some with low-end machines: ngen is your friend, it makes the dotNET JIT runs a little faster. Just remember the new game looks like always using the "no-pause" and "high-resolutions" simulation timing setting, may we have the old setting back?
< Message edited by gennyo -- 11/15/2019 9:28:40 AM >
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