New pc Max game size?

From SO's Wiki link

Data transfer rate:

SSD technology can deliver rather consistent read/write speed, but when lots of individual smaller blocks are accessed, performance is reduced. In consumer products the maximum transfer rate typically ranges from about 100 MB/s to 600 MB/s, depending on the disk. Enterprise market offers devices with multi-gigabyte per second throughput.

Once the head is positioned, when reading or writing a continuous track, an enterprise HDD can transfer data at about 140 MB/s. In practice transfer speeds are many times lower due to constant seeking, as files are read from various locations or they are fragmented. Data transfer rate depends also upon rotational speed, which can range from 4,200 to 15,000 rpm.[78] and also upon the track (reading from the outer tracks is faster due higher absolute head velocity relative to the disk).

@AIAndy,
So the question is, Is EoT's (with CIV IV/BtS engine and C2C MOd) all Ram usage and no HD or in this case SSD usage? I that what you're tell us?

JosEPh

Civ makes ZERO disk access EXCEPT during load and save. Thus the ONLY impact is on autosave once you start playing. Once loaded everything is in RAM (which is why we have severe memory issues with the 32-bit engine)
 
Did not know that.

And explains why upgrading my ram every other year kept a 5 yr old Dual Core E7400 from having the issues many other players had with memory issues. Final ram in that machine was DDR2 1066Mhz 8 GB.

And my new Comp has 8GB DDR3 1600Mhz ram used with an i7 2600K Quad.

JosEPh
 
Windows 7 (and above) are smart in this regard with their thread scheduling - they will move threads between cores to optimize usage, in a way that understands how turbo boost works. As AIAndy observed, you will always have at least several 10s of threads running at any one time, regardless of whether they are part of the Civ process or not. However, if we start to make more significant usage of multiple threads turbo opportunities may reduce, so it's not completely clear-cut.

Ah ok thanks for the clarification.
 
Civ makes ZERO disk access EXCEPT during load and save. Thus the ONLY impact is on autosave once you start playing. Once loaded everything is in RAM (which is why we have severe memory issues with the 32-bit engine)

Well, there is the autosave. If you have enough memory available it will write to the cache in memory and gradually (relatively speaking) trickle over to the actual HD/SSD, but if you don't have enough memory available to cache the whole thing it will slow things down a bit at the end of every turn where an autosave is done with how much depending on the speed of the drive.
 
Well, there is the autosave. If you have enough memory available it will write to the cache in memory and gradually (relatively speaking) trickle over to the actual HD/SSD, but if you don't have enough memory available to cache the whole thing it will slow things down a bit at the end of every turn where an autosave is done with how much depending on the speed of the drive.

Yeah, well, with a 40 MB/s hard drive (super slow) and a 20 MB save game (super big), you're looking at a 0.5 seconds disk write operation time.
Unless your HDD is super fragmented as well you won't even notice that over all the other tasks taking place during EoT.
 
Yeah, well, with a 40 MB/s hard drive (super slow) and a 20 MB save game (super big), you're looking at a 0.5 seconds disk write operation time.
Unless your HDD is super fragmented as well you won't even notice that over all the other tasks taking place during EoT.

On almost all machines even save is CPU-limited (for a large game it typically takes about 5 seconds once the game is at industrial or so eras, and has a high unit and city population. This is mostly CPU time in processing the tagging for compatibility format, not disk time.
 
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