Results 1 to 3 of 3

Thread: Huge map performance

  1. #1
    Join Date
    Feb 2010
    Location
    Barcelona, Spain
    Posts
    16

    Huge map performance

    I expect that finally in this release when I use a huge map, the game performance is not terribly affected as has happened until now. Waiting for 30 for the computer to do its moves is really unappealing.

    I seriously expect to see great performance improvements and better AI algorithms.

  2. #2
    Join Date
    Feb 2010
    Posts
    240
    I know nothing about coding, but are the Civ 4 huge maps unneccesarily sluggish? I wouldn't hold your breath for faster performance on huge maps in Civ 5, if anything I would assume they will be slower (newer games generally have more grpahics effects and so need more CPU/gfx cards power).

  3. #3
    Join Date
    Feb 2010
    Location
    Russian Federation, Moscow
    Posts
    92
    I worked on some mods for Civ 4 so i more or less know C++ SDK code. I think it can be made faster without python calls. Even faster still without XML modding (if everything will be hardcoded in C++), but then it will be a nightmare to develop, support it, and make mods for it.

    The only easy change i think they should have made is to use unitialized arrays instead of arrays of default values. Say, instead of checking "does this unit really moves twice as fast in terrain XXX which happens to be jungle this time?" by accessing some element of an array like that "ASSERT(XXX is in valid range) return terraindoublemove[xxx]" it may have used functions like that: "ASSERT(XXX is in valid range) if !terraindoublemove return default_value_for_that_array; return terraindoublemove[xxx]" Since most units don't have that and and many other properties, they should have saved some memory and CPU cache misses should have been less frequent that way.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •