Primarchx -> RE: v1.03 Release Candidate thread (3/1/2014 10:10:20 PM)
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I suppose I get it. I thought it was just a different method of smoothing out the action. It would be nice to have a recap of what the various time compression schemes mean. For example, I thought Hi Def just meant that action was adjudicated 10x per second instead of 1x per second, which favors high performance systems that keep up with the processing overhead, but had no time compression effect otherwise. ETA: Enabling this option leads to two changes: * At any time acceleration setting, the map & UI do not refresh every second but every 0.1 sec. * The sim engine executes each turn not in "pulsing" mode (to emulate Harpoon's presentation), but as fast as possible. Okay, so it is 10x faster... [:D] quote:
ORIGINAL: dandin384 quote:
ORIGINAL: thewood1 Again, further up he tries to explain that the list time ratios don't mean much. It is near the very top. I am not sure what it means. It does seem to be about 10x in reality. I think there needs to something in between. 1:1 is good, but the next step up on my machine is so fast as to be unmanageable. As I said, it helps the game run smoother when large unit counts are involved, if you think it's too fast just turn it off and use normal time acceleration at higher speeds.
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