Has any one else notice the turn times since the winter patch have gotten worse?
I went ahead and did the AI benchmark. Prepatch (dx12 and dx11) I got round 17 secs. After the winter patch this jumped 27 secs on both dx12, and dx11.
What is an "AI benchmark" ?
I am not sure what DirectX version has todo with it. But a jump from 17secs to 27secs is considerable. Are using the same savegame? any AI mods? What CPU do you have? --Because generally CPU becomes the bottle neck when dealing with AI.
or they added something that increased performance reqs.. Your concern about FPS and Dx version suggest that you are skidding on the minimal requirements of GPU performance, however, graphical fidelity isn't everything.. More often CPU performance --especially in late game and on larger maps-- is what counts. Because better AI often means it spends more time calculating the best choices, which would effect end turn time, which is when all AI players need to move units and manage their empires.
My main computer is has new I7 cpu and even i have late game lags in certain games.
Why?However since before patch it was fine, and after the winter patch the turn time increased by 50%ish I would say they made in error somewhere.
I still don't understand what is this "AI benchmark" you are talking about.. Are you running some external benchmark program, some internal civ6 consul function, or just using your phone to time turn length?!Now the AI benchmark in a stress test to the extreme however it does a good job of representing late game maps.
I still don't understand what is this "AI benchmark" you are talking about.. Are you running some external benchmark program, some internal civ6 consul function, or just using your phone to time turn length?!
Because increase in end-turn time can be attributed to many factors that are not mutually exclusive, especially if you are skidding on minimal requirements in any of the categories. I only suggest CPU, because it is the usual suspect in all CPU intensive games in lategame on larger maps, whether you playing Civ6, or Hears of Iron. Because even with best optimization techniques the more entities and the bigger area they are spread out along the more data you need to crunch every time.
Based on your anecdotal evidence I can't what is the culprit and sure it is possible they <snip> something. But I also know that people have been clamoring for many improvements (some like better AI can increase performance reqs) and it is possible they added some of that. And since there aren't forum full of people raging about 10sec flat increase in turn times, occam's razor suggest that this increase is likely mainly due to your system specs..
I know, I have a very old work laptop that I run modded civ4 on, and I tend to kill several process to get a little better performance out of it
same playing on a huge map is a nightmare i don't know how i see some guys are playing with every civ active on huge maps their turn time must be horrendous i get lag with just 8 civs total! and it's not my rig it can more than handle it. it can play planet coaster at ultra settings in 2k smoothly!
or they added something that increased performance reqs.. Your concern about FPS and Dx version suggest that you are skidding on the minimal requirements of GPU performance, however, graphical fidelity isn't everything.. More often CPU performance --especially in late game and on larger maps-- is what counts. Because better AI often means it spends more time calculating the best choices, which would effect end turn time, which is when all AI players need to move units and manage their empires.
My main computer has new I7 cpu and even i have lategame lags in certain games.
Why?
Of course, if the AI shows just exactly the same "performance", it is worse to waste now 1/3 of the computing power. But how knows, what the AI can, what is achieved (or not) exactly?
Theoretical question to all: Would you be satisfied / satisfiable with waiting 8 MINUTES between turns provided, the AI plays 'ok' in your standards?
It's not smart, it's designed for predictability (fewer desyncs) in multiplayer where every computer calculates the end step independently.
I want to quote this because, this post as do others are showing a poorly optimized game. And I personally have seen since the patch the performance go down.
No just another anecdotal evidence. We agree that the patch changes something and that you see worse benchmark. But just because you see a decrease of performance on your 10 year old rig which you don't share its specs, doesn't necessarily mean its poorly optimized as you assert.
And from the feedback I seen here about the AI, I personally would prefer if they improve it, even if it means that few extra seconds for people playing huge maps on 10 year old rigs.
Looks a bit abstract, but methinks, we need a more complex decision tree. Some more branches, many more twigs, a lot of more leaves ... no?It follows a linear progression through a deterministic algorithm with seeded rolls generating results (or "decisions") from a decision tree.
Well, yes, 'desyncs in multiplayer' make my sleepless nights ... especially when I'm playing CIV, you know I, PC, myself and me: all playing CIV.It's not smart, it's designed for predictability (fewer desyncs) in multiplayer where every computer calculates the end step independently.
As stated above, the only variable considered in a given calculation is the random seed, the rest is scripted. IE, the seed generates a random number which is applied to a table (with static modifiers) to see where a unit moves, whether a civ offers peace etc. All you can do is script the actions better and change the % chance of a given decision. Nothing else is possible under this system, which can't/won't be changed now. So expect refinements but not miracles. Given the additional movement restrictions present now I doubt they could even reach the level of Civ 5 without a *lot* more effort though.Interesting about multiplayer, does that include thing like path-finding calculations\caching or just strategic\tactical AI? And can you explain offer a little more detail on why its unique? as far as I know many game started to use multi-thread\cpu but to my knowledge its often for auxiliary task and subsystems, all the AI stuff still run on single thread, no?
Also I am not sure what you mean by smart, but surely the quality of the AI decisions can be improved by considering more variables, and certainly the more agents it need to run for the more time it takes.
Possible yes, but as the results still have to be calculated one at a time, sequentially, then you need to be careful how complex you make that. There are gains to be made here for sure, but they are limited in scope.Looks a bit abstract, but methinks, we need a more complex decision tree. Some more branches, many more twigs, a lot of more leaves ... no?
(implying 'perhaps' more computing power)
This is essentially correct. There is no intelligence in this game, just a way for the "AI" to select from various scripted actions in the form of what is called a multi (or split) level decision tree. So you separate Macro (Strategic) and Micro (Tactical) decisions, but that's about it. It's old tech and not what is considered to be an AI (or attempt at AI) by modern standards. But then this is a game, not a true attempt at simulation.It's certainly alright, that the different multiplayer results are consolidated and give a consistent and reliable result to all human players ... but do you try to tell me, because of that the AI "is not smart", i.e. the moves of the AI players are fine insync, but unfortunately themselves decided by throwing dice?
As stated above, the only variable considered in a given calculation is the random seed, the rest is scripted. IE, the seed generates a random number which is applied to a table (with static modifiers) to see where a unit moves, whether a civ offers peace etc. All you can do is script the actions better and change the % chance of a given decision. Nothing else is possible under this system, which can't/won't be changed now. So expect refinements but not miracles. Given the additional movement restrictions present now I doubt they could even reach the level of Civ 5 without a *lot* more effort though.
Has any one else notice the turn times since the winter patch have gotten worse?
I went ahead and did the AI benchmark. Prepatch (dx12 and dx11) I got round 17 secs. After the winter patch this jumped 27 secs on both dx12, and dx11.