v22 bugs and crashes

Do we have any idea what the prime graphics culprits are, in terms of buildings vs units vs terrain?

It's not buildings any more. I also suspect that the terrain is not THAT major of a factor (more major than buildings, but still not dominant). It's looking more and more like its a pure scalability issue in number of revealed plots. While lots remains unrevealed it seems to stay under control, but once you can see most of the world larger maps really start to cause it to soak up memory. Stopping it displaying improvements and features (which is obviously only useful in testing, not actual play) reduces usage a lot, but even without those displayed it's pretty bad.

I'm still experimenting with Talin's save game. I expect I will be for several days more.
 
I did a major pass at memory optimization a couple of months ago. At this point the Civ4 engine itself massively dominates memory usage, and there may be very little more we can do. I'm trying some fairly radical things currently to see if I can help Talin's issue, which might have some spinoff, but TBH I don't think there is anything more we can substantially do in regard to memory footprint.

I'm also concerned about multi-maps in this regard. However, we might simply have to accept that one of the following has to go:
  • Multimaps
  • Large maps
  • Graphical variance in terrain (which will actually be compounded by multimaps due to using disjoint terrain types)
  • Civ4 as the base engine

When and if (and i hope we do) go to Multi-Maps, i believe the main cause of graphical glitches will be any map over the size of Huge will be too much.

So i guess there will be a need for options of what to do and not. Even in-game options.
 
When and if (and i hope we do) go to Multi-Maps, i believe the main cause of graphical glitches will be any map over the size of Huge will be too much.

IIRC actually the Multi-Map modcomp doesn't use the graphics memory for the map that is not being used at that moment, it only stores the relavent game data, so the net effect isn't as bad as I originally thought.

@Koshling: If it is indeed this way, that the multiple maps don't need their graphics all allocated at once, would it be possible to make it so that you don't need to dedicate memory for all of a single map at the same time?
 
IIRC actually the Multi-Map modcomp doesn't use the graphics memory for the map that is not being used at that moment, it only stores the relavent game data, so the net effect isn't as bad as I originally thought.

@Koshling: If it is indeed this way, that the multiple maps don't need their graphics all allocated at once, would it be possible to make it so that you don't need to dedicate memory for all of a single map at the same time?

No.

You COULD split up a 'single' map into multiple, but you wouldn't be able to scroll between them or have them connect in a 'normal' way. However, the currently displayed map has to be all present at once as far as the game engine is concerned.
 
It's not buildings any more. I also suspect that the terrain is not THAT major of a factor (more major than buildings, but still not dominant). It's looking more and more like its a pure scalability issue in number of revealed plots. While lots remains unrevealed it seems to stay under control, but once you can see most of the world larger maps really start to cause it to soak up memory. Stopping it displaying improvements and features (which is obviously only useful in testing, not actual play) reduces usage a lot, but even without those displayed it's pretty bad.

I'm still experimenting with Talin's save game. I expect I will be for several days more.
What about using this on all plots that are more than a certain distance away from the plot the camera currently looks at:
gDLL->getEngineIFace()->BlackenVisibility(getFOWIndex());
 
What about using this on all plots that are more than a certain distance away from the plot the camera currently looks at:
gDLL->getEngineIFace()->BlackenVisibility(getFOWIndex());

Even preventing the lightening of ANY tile doesn't prevent the leak. Preventing the tiles even graphically initialising kills most of the leak (though not all). I haven't found a middle ground yet, and the fact that placing everything in FoW doesn't solve it means that the link to revealing must somehow be less direct. I'm going to start hollowing out the turn processing tomorrow to try to pin down the aspect that triggers the situation. Once I identify that (might take a while) I can start thinking about how to block the effect without causing side effects(hopefully)
 
I can start thinking about how to block the effect without causing side effects(hopefully)

Well i c.e.r.t.a.i.n.l.y hope so:smoke: (Supposed to be Grouch Marx or Curly of the three Stooges) its an American joke:lol::p
 
I see exactly the same thing, look at Brundisium in the attached save. There is plenty of food but the city still starves.
This is with the current SVN version 2415.

Seems like this has been forgotten in the other discussions ;) .

Maybe I have found an explanation (but no solution): It could have to do with a sea animal (forgot which one) sitting in front of the city, as when this was killed the food display became correct.
 
Seems like this has been forgotten in the other discussions ;) .

Maybe I have found an explanation (but no solution): It could have to do with a sea animal (forgot which one) sitting in front of the city, as when this was killed the food display became correct.

I haven't forgotten, it's just that looking at the MAF issue is currently taking all my time.
 
I think the AI is still switching civics much too often...

Save attached.
 

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nvm one of my audio cables was loose, DUH!

Weird though, if i put the cable all the way in now for some reason, it does not work correctly now (but i guess it didnt earlier cause i could ot get the monitor to work with the speakers:crazyeye:)? But if i leave it alittle loose now, i finally get my Monitor and my 5.1 500watt speakers to work correctly, YEAH!!!!

Now they come in so "darn" good, i can feel the difference, but then when a certain sound is made, i am wondering now, does THAT take away from the memory maybe, cause it goes waaay down in sound sometimes??
 
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