Memory usage

I am playing 1280 x 1024, and trying the 8, 15 setting. I have 4gb 64bit.
 
I play at 1920x1080, and I never used viewports, but I tried this out with 15/30 settings in my current game: Large Map, Transhuman Era, 4.6 MB save. My Ram usage on load went from 1.6 GB down to 1.2 GB, and my save game load time went from 1:34 down to 0:57. If I click on a random spot on the minimap there is about a 2 1/2 second delay for the map features to load.
 
When going from city to city or from unit to unit the Yield display disappears. You can re toggle it back on but will disappear as soon as you go to the next city/unit. If the unit is a worker and it has upgraded a tile the new Yield will display for that tile. Once you've gone thru the city/unit progression and have toggled the Yield display back on it will display until you cycle for next turn.

My screen resolution is 1680x1050.

JosEPh
 
When going from city to city or from unit to unit the Yield display disappears. You can re toggle it back on but will disappear as soon as you go to the next city/unit. If the unit is a worker and it has upgraded a tile the new Yield will display for that tile. Once you've gone thru the city/unit progression and have toggled the Yield display back on it will display until you cycle for next turn.

My screen resolution is 1680x1050.

JosEPh

Thanks for the bug report - I'll fix this later today (or at least try to!)
 
When I will finish the super-duper storage structure, I can try to think about those graphics. If there will be still anything to think. ;) But it can take some time as my health is in a quite bad mood lately -- just had another mini heart attack :/ -- so I work pretty slow.
 
I was wondering. If you can blend out improvements etc to save memory, couldn't you blend out Units that are "lower" in a stack? Meaning Units that won't defend when the stack is attacked?
 
I was wondering. If you can blend out improvements etc to save memory, couldn't you blend out Units that are "lower" in a stack? Meaning Units that won't defend when the stack is attacked?

If you turn on 'DYNAMIC_ENTITIES' in the same global defines file it already does that. It doesn't save terribly much however, because only the top unit is actually displayed anyway, and unrendered entities don't cost that much. The new technique does mask out the units also outside of the visible area, so turning on dynamic entities has less effect than if you don't use the new system anyway.
 
Observations so far ( before the fix for the yield display bug Joseph already reported):
Great improvement over viewports comfort wise. Since I used a rather cautious 40x40 viewport paged view with 10/18 (need 10 at 1920x1080) performance increase is neglectable, but having events and units center correctly is so much better.
Also the strategic layer ( alt+x) functions now, which it never did with viewports.

Not to mention the minimap now displays the whole world again instead of just the viewport :)

Still only working occasionally with the display of landmark names. More often then with vieports though.
 
Hey Koshling... just wanted to say: this development is one of the most brilliant and pinpointedly needed ones to date. GREAT job on this one man! Seriously... just last week my wife was beginning to complain about how games could only go so far because she really doesn't like viewports much and this development completely negates that concern giving real future promise to enabling games to extend further. In a perfect world, viewports only have to play into the multi-map thing eventually. Makes them more worthwhile at that point. I think you've just saved the mod all over again. Brilliant!
 
@Koshling

It is possible to block render improvements when production pop up is visible?

Indeed impressive work.
 
@Koshling

It is possible to block render improvements when production pop up is visible?

Indeed impressive work.

Possibly, but it would be somewhat risky (danger of blocking it when you don;t mean to) due to the very asynchronous nature of that interaction in the code. Also, it is definitely not something I'd want the system to do by default when you turned it on for the first time, so it would have to be yet another option.
 
I think in Civ 3 you were able to set off ALL improvements.
This could be usefull, because in the later eras I don't really care of improvements especially if I go for war. After the war, you could simple turn on the Improvements again to see what needs to be rebuilded.
 
@Koshling: I think we need a quick thread that can be linked to from the Player's Documentation section here that explains how to use these memory saving options. My wife tried it and felt a bit lost and I'm a little in the dark at the moment myself - I know I've read it all somewhere but having trouble finding it again.
 
That sounds amazing. I am playing the GEM right now - in the middle of Renaissance - and had to give those view ports a first try after the game never made it past the third turn without crashing. And I was a bit surprised how smoothly and well that worked. :) And now I read this -thanks for the good work.
 
@Koshling: I think we need a quick thread that can be linked to from the Player's Documentation section here that explains how to use these memory saving options. My wife tried it and felt a bit lost and I'm a little in the dark at the moment myself - I know I've read it all somewhere but having trouble finding it again.

Or just turn them on automatically. Then players won't have to mess with those settings too much (if ever).
 
Or just turn them on automatically. Then players won't have to mess with those settings too much (if ever).
Koshling said, it needs more testing before making it default. -- You know, big changes have a hidden treaty with big bugs. ;)
 
Or just turn them on automatically. Then players won't have to mess with those settings too much (if ever).

I've already set yup the BUG options with value defaults that should work pretty well for most people, so generally just ticking the enabled/disabled is all that most players will ever need to do.
 
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