Quoting Volt_Cruelerz, reply 15Game performance is always limited by code. That's an intrinsic part of programming video games.
Just because the game can do something doesn't mean you should.the fact is, playing with that many AI's IMO isn't even that fun. I prefer smaller games. If you're one of the people that wants to play massive weeks-long games, then I don't think the lag is going to be that big of a deal to you anyways.
The game functions and isn't sub-par. Quite frankly, if anyone here needs hazing, it's you. After so many years without anyone doing anything to solve this problem, I am very skeptical of someone who comes in claiming to have solved everyone's problems.
You aren't so good with the reading comprehension are you?
I never claimed to have solved the problem. I said I found potential solutions, or possible implementations. I also mentioned that "I am currently testing this"
Or did you WOT TL:DR like a 4th grader?
This software was coded to allow 10 players and galaxies with multiple planets, comes stock with maps made for that size of play. Yet cannot properly execute those maps with that many players. You're trying to argue that this isn't a problem? That the game is functioning as intended? That I and anyone else who plays this game need to "Adjust to it's limitations"
How is that not sub par?
Additionally no one was hazing. Again, RTFP
I have been reading this thread in its entirety but had refrained from responding to you up until that point.
Regarding your "solutions," you had been saying that you were testing them and they seemed to be helping. People have tried many of those same things before and the results yielded zilch improvement, so someone coming in saying that things were suddenly better for them gets a bit on my nerves.
Regarding your "because it can, it should do it well" idea..
A game I'm a developer for has a weapon in it called the mortar which is also the most powerful gun in the game, instagibbing light units and can only be carried on heavies. Because of the nature of the gun, it can cause lag in certain situations. Now, the game has unlocked classes so everyone can theoretically play as the heavy with the mortar at the same time. If they did and they fired even vaguely at the same time, there would be unplayable lag for an extended period and depending on the server, they could crash the game altogether. Players could do that but don't because everyone carting around mortars simply isn't fun (and neither is a laggy or crashed game). I wouldn't call our game sub-par because of that issue with the mortar.
I never said anyone was hazing. You said that you weren't trying to haze Xathos so I responded by saying that if anyone needed hazing (which in this case means getting told that optimizing Sins of a Solar Empire is incredibly difficult and many before you have tried and failed with the exception of TSOP), it was you.
Late-game performance is a dead horse that has been beaten for years. The only real solution to it would be to..
a.) decompile the code, translate it back into a readable format instead of things such as function1_3(int var1, double* var2){} and then proceed to manually make it 64bit and multithreaded. This is absurdly time consuming, is an EULA violation, and probably is illegal (though I'm not sure).
b.) ask the devs nicely for the source code of the game and the Iron Engine. I doubt they'd give it to us. It would take a very long time but eventually someone would have a multi-threaded version of the game out and it would be very widely used by the playerbase.
c.) use TSOP:R and suck it up for the remaining problems
C is the only realistic action here. The game has limitations. It is limited by two things, one of which is software and one is hardware (but could be fixed via a software change).
- 2 Gig Limit: this is the source of late-game minidumps because the game exceeds its ability to maintain addresses and fails. This has been largely remedied by the devs and TSOP by reducing memory requirements, particularly of the art elements.
- Single-threading: because the game is written as a single thread, it cannot deal with late-game unit masses. It never will unless A or B above happen. The result is lag.
So, honestly and quite frankly, yes, you need to "adjust to its limitations." You can tweak a few things like the TSOP is doing, but trying to run it through something else first to try to make everything all wonderful isn't going to work. People have tried; people have failed.
I'm sorry for the outburst in my prior post, but in all honesty, this is a dead horse and I'm just getting sick of these threads.