I_batman
Emperor
I don't want this thread to degenerate into another "Civ IV graphics suck over Civ III", or "Firaxis/Take2 sucks", or "Take2, Please Fix Civ IV Warlords", or "Upgrade your system" flamewar.
There have been enough of them already.
What I would like is an reasonable answer from I assume the people who know the code 2nd best: The Fan Modders. (The Firaxis guys who know the code best don't seem available to respond.)
I have a quite powerful rig, and have NO problems playing the game, but clearly the size of the map is extremely limited when compared to Civ III or Civ II.
Also, by most accounts, the poly counts on units within Civ IV seem to be less than what other 3D engines will handle. (This poly count statement is likely debatable.)
So my question is exactly what part of a computer system is the bottleneck for Civ IV utilizing larger maps and handling higher poly count units.
The areas I can guess as at being potential bottlenecks are:
1.The CPU processing speed of a computer vs the massive amount of caluculations required every turn. I doubt this a bottleneck, since I have not seen anyone complain of their CPU churning at 100% during a turn.
2. The limit on memory on the main board. I have heard that 2 GB is recommended, and I have that myself. That would assume either a massive amount of calculations and/or a huge chunk of the game is actually stored in memory every turn. I personally don't believe this can be a problem since much larger games, including Civ III, ran more cities and units without difficulty.
3. The bus speed/width to the graphics card. Civ IV was built on 32 bit architecture like virtually all other games so far, so I doubt this is a problem.
4. The memory on the graphics card. This I am guessing could be a definite problem when running a lot of high poly units on the screen at one time, but I would be very curious to see what would happen if someone ran a whack of really low poly units at the same time.
The above issues are all hardware related, and I hope that that is where the issues lie, since that would mean as technology keeps improving (Moore's Law), we should be able to run larger maps and more detailed units as time goes by.
But if the problem lies with the software, how the game actually is coded to use the hardware, that is a totally different issue. If we have a bottleneck because the game accesses so many text files (XML and Python scripting), that is a much more organic problem for the game, and does not bode well for the future of Civ IV.
I have seen 10 minute wait times on massive Civ III maps, with 1000's of units, while the CPU is 50% idle. The Civ III coding for whatever reason could not utilize fully the CPU. So this is a legitimate question for Civ IV.
I don't know the answers to these points, and I am looking to the guys who have dived deep into the code to give me some kind of insight. Will Civ IV always have the severe limitations with maps and poly counts, or we will someday see a 360 x 320 map actually playable with Civ IV, with really high detail units?
There have been enough of them already.
What I would like is an reasonable answer from I assume the people who know the code 2nd best: The Fan Modders. (The Firaxis guys who know the code best don't seem available to respond.)
I have a quite powerful rig, and have NO problems playing the game, but clearly the size of the map is extremely limited when compared to Civ III or Civ II.
Also, by most accounts, the poly counts on units within Civ IV seem to be less than what other 3D engines will handle. (This poly count statement is likely debatable.)
So my question is exactly what part of a computer system is the bottleneck for Civ IV utilizing larger maps and handling higher poly count units.
The areas I can guess as at being potential bottlenecks are:
1.The CPU processing speed of a computer vs the massive amount of caluculations required every turn. I doubt this a bottleneck, since I have not seen anyone complain of their CPU churning at 100% during a turn.
2. The limit on memory on the main board. I have heard that 2 GB is recommended, and I have that myself. That would assume either a massive amount of calculations and/or a huge chunk of the game is actually stored in memory every turn. I personally don't believe this can be a problem since much larger games, including Civ III, ran more cities and units without difficulty.
3. The bus speed/width to the graphics card. Civ IV was built on 32 bit architecture like virtually all other games so far, so I doubt this is a problem.
4. The memory on the graphics card. This I am guessing could be a definite problem when running a lot of high poly units on the screen at one time, but I would be very curious to see what would happen if someone ran a whack of really low poly units at the same time.
The above issues are all hardware related, and I hope that that is where the issues lie, since that would mean as technology keeps improving (Moore's Law), we should be able to run larger maps and more detailed units as time goes by.
But if the problem lies with the software, how the game actually is coded to use the hardware, that is a totally different issue. If we have a bottleneck because the game accesses so many text files (XML and Python scripting), that is a much more organic problem for the game, and does not bode well for the future of Civ IV.
I have seen 10 minute wait times on massive Civ III maps, with 1000's of units, while the CPU is 50% idle. The Civ III coding for whatever reason could not utilize fully the CPU. So this is a legitimate question for Civ IV.
I don't know the answers to these points, and I am looking to the guys who have dived deep into the code to give me some kind of insight. Will Civ IV always have the severe limitations with maps and poly counts, or we will someday see a 360 x 320 map actually playable with Civ IV, with really high detail units?