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[Q] Maxing simulation performance

 
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[Q] Maxing simulation performance - 3/18/2018 6:50:19 PM   
Puciek

 

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So I am wondering what is the biggest bottleneck in CMANO performance right now. I am running a pretty strong rig (https://www.3dmark.com/spy/2944930) but with even not-so-big scenarios like "Opening Moves" from Northern Inferno campaign time compression at 60x is not actually doing 60x speed. The Au Counts shows as 485, Pulse time: 6ms and CPU usage doesn't go above 16%.

Anything that can be done to improve it? Or to benchmark what may be the blocker? Or is just as far as the code will go?

< Message edited by Dimitris -- 3/27/2018 12:18:17 PM >
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RE: Maxing simulation performance - 3/18/2018 6:54:34 PM   
thewood1

 

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60x! and getting 6ms pulses. That is some pretty good performance.

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RE: Maxing simulation performance - 3/18/2018 6:55:52 PM   
Puciek

 

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It's much better than I had on the previous box, that's for sure but also wondering if there are some tricks I can employ to push it further, like limit amount of active cores and crank them to the max - but even then the question is how many cores.

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RE: Maxing simulation performance - 3/18/2018 8:40:10 PM   
ComDev

 

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Please take a look here:
http://www.warfaresims.com/?p=4243

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Developer "Command: Modern Air/Naval Operations" project!

(in reply to Puciek)
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RE: Maxing simulation performance - 3/19/2018 10:53:44 AM   
Puciek

 

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quote:

ORIGINAL: emsoy

Please take a look here:
http://www.warfaresims.com/?p=4243

Thanks, I already dug through that one. Was simply hoping for more to squeeze even more out of all those unused cpu cycles :D

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RE: Maxing simulation performance - 3/27/2018 12:17:52 PM   
Dimitris

 

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Command typically uses up to 4 CPU cores/threads. If you are thinking of maxing out a multi-core CPU like apps like e.g. video-encoding tools or media editors regularly do, this is impossible in Command and will likely remain so for a long time, for a simple reason: Parts of the simulation MUST be executed serially, or else you are looking at very serious concurrency bugs. And if you are familiar with Amdahl's law you know what this limitation means.

If you desperately need to max out your CPU, buy one of the Pro editions and run multiple instances concurrently. 100% CPU usage guaranteed.

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RE: Maxing simulation performance - 3/27/2018 12:21:05 PM   
Puciek

 

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quote:

ORIGINAL: Dimitris

Command typically uses up to 4 CPU cores/threads. If you are thinking of maxing out a multi-core CPU like apps like e.g. video-encoding tools or media editors regularly do, this is impossible in Command and will likely remain so for a long time, for a simple reason: Parts of the simulation MUST be executed serially, or else you are looking at very serious concurrency bugs. And if you are familiar with Amdahl's law you know what this limitation means.

If you desperately need to max out your CPU, buy one of the Pro editions and run multiple instances concurrently. 100% CPU usage guaranteed.

Not desperate at all, and I don't even want to guess how much do you charge for a pro edition, was simply making sure that there isn't something easy I can do to make it run smoother. And thanks for the response, I suspected that this may just be how the game runs but wanted to confirm :)!

(in reply to Dimitris)
Post #: 7
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