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Optimizing Galaxy Maps

...for best performance

By on March 16, 2010 12:16:01 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Sinperium

Join Date 02/2010
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I am wanting to clean my maps out to avoid overloading cpus and the like and have no idea what runs when.  Anyone with any actual insight of the specifics it would be nice to see here.  These are a few examples I can think of...

Do animations run whether observed or not? (If a player isn't in the system, does the Plasma Storm animation still run as an example).

Does AI movement in systems with no players present pull as much from cpu and graphics as when a player is present? (Are the models having to be rendered,etc.)

Do the simple number of stars and/or planets increase processor needs throughout the game? (Or is it the number of planets in a single star sysem only, etc.)

Do empty spots for planets and stars slow down processing? If I have 50 actual planets but they number up in the file individually to 150 and aren't in straight numerical sequence--is that a problem?

Does model size (number of vertexes, etc.) have a big impact?

How much of a drain are those massive pirate activities?

Just some examples to get the idea going.  What I am aiming for is to cut un-necessary fat out of my larger map designs but still use features when I need.

 

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March 16, 2010 12:25:52 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I enjoy making maps too, I'll answer your questions best I can:

From my experience, the plasma storm particle doesn't run unless you zoom in to look at it.

Models, from what I can tell, don't render unless you're zoomed in close enough to see them instead of just the icons.

The simple number of stars and planets DO increase processor needs. Pirate bases, doubly so.

I don't know what you mean there.

Not sure.

Pirate activities are a huge drain.

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March 16, 2010 6:46:49 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thanks very much.

What I meant about the empty slots was if I make a map in Galaxy forge with 150 stars and then over time edit and tweak it down to where there are only 50 of the original stars (and their planets) left it leaves breaks the numbering sequence.  So Instead of 1,2,3,4,5... I instead have 1,2,7,24,45...".

I just wondered if, like a hard drive, having the "sectors defragmented" in the galaxy map makes a differnce as well--particularly with large changes.  In essence, is it better to rebuild a heavily edited map?

I think giving the pirates small numbers of fast capital-like ships might help some with lag issues.  A few ships that get bufffed instead of a growing multitude.  I'm hoping to work my skills up to a minor mod for the map I have done and if I can get there will create and change the pirates this way.

Great response and to the point.  Kudos sir!

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March 17, 2010 10:13:38 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I just wondered if, like a hard drive, having the "sectors defragmented" in the galaxy map makes a differnce as well--particularly with large changes.  In essence, is it better to rebuild a heavily edited map?

Oh! Well I'm not sure, but I would assume that it makes no difference. Of course, you could be entirely sure by "defragmenting" it.

Great response and to the point.  Kudos sir!

No problem!

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March 17, 2010 3:22:05 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I loathe redoing a large map.  Not so bad if I didn't have so many long phase lanes and a map that's larger than the GF window when editing--which means slow and laggy work.  Doing it by hand is fine but if you miss one teeny typo it's back to the drawing board.

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