Does the BUG affect Performance?

Da_V_Man

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I use my laptop to play civ on. It isn't very powerful, and usually I have a slightly choppy framerate throughout the whole game, moreso towards the end. If I were to use the BUG mod, would it affect the performance a lot? Also, does it tend to lengthen the time in between turns at all? As it stands, the wait time on my comp between turns is not bad, and I don't mind it being slightly longer.

Thanks in Advance.
 
Hard to tell. I would guess that the alerts and other things that just display what's going on anyway don't consume much additional computing power. Maybe the BUG MA needs a bit more because of the computing of the threat index and the strategic advantages but that's just a wild guess. :dunno:
 
Yes, but just microscopically. Human senses are too slow to notice it.

This is pretty dead on as a summary. The Doc captured a few places where you will notice a slowdown. F5 is the biggest because we've added entirely new functionality that didn't exist before (strategic advantages)

The only case where AI turn times will lengthen is if you use the AutoLogger (writes various game events to a file) and enter a very large war with a lot of units. You can have each combat result written to a file. Even still, I doubt your hard drive is the problem.

More likely, as you describe, the limiting factor is the graphics card. And in this case, BUG doesn't do anything different. BAT will certainly tax your video card memory because Varietas Delectat adds a ton of new unit graphics for each civilization.

You can always install BUG to CustomAssets and start a game. If at any point you want to see if it's faster without BUG, just rename CustomAssets to something else. Only when you run BUG as a mod are the saved games tied to it in any way.
 
This is pretty dead on as a summary. The Doc captured a few places where you will notice a slowdown. F5 is the biggest because we've added entirely new functionality that didn't exist before (strategic advantages)

When are these thing calculated, when pressing F5 or when going to the added tab? If it is possible, I think that it's better to make the game calculate them only when that tab is displayed, and maybe make the advisor remember the last opened tab and re-open it when pressing F5...
 
I think that it's better to make the game calculate them only when that tab is displayed, and maybe make the advisor remember the last opened tab and re-open it when pressing F5...

I think this is how it works. I know for sure that the last tab selected it opened again.
 
I think this is how it works. I know for sure that the last tab selected it opened again.

So, IMHO we shouldn't say that the calculations for the additional tab increases the waiting time, because if someone doesn't open the additional tab he doesn't have to wait more :)
I think that effects on performance should only be considered in screens or tabs which already exist without BUG. :egypt:
 
I think that effects on performance should only be considered in screens or tabs which already exist without BUG. :egypt:

True enough, but the Deployment page also takes a little longer to process because I apply all of the grouping functions regardless of which ones are selected. The performance hit is barely noticeable in my opinion, but I haven't even done the standard (and mostly worthless) micro-benchmarks.

I would also say that PLE has a small effect too when you have large stacks, but again it's difficult to tell what is due to PLE and what is due to having a large stack.

I will gladly accept a saved game and a description of something that is significant if someone finds a problem. Simply test out and measure with a stopwatch how long it takes to do the thing you're doing with and without BUG and post them along with the game and the procedure you followed.

Most performance problems can be rectified once measured.
 
Ok, thanks. I think I'll try this mod out then the next game I play. I don't really care about the wait time for advisers, just as long as the framerate doesn't drop when I'm moving units.
 
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