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Lag issue (Entrenchment)

Lag issue (Entrenchment)

This game lags horribly for no apparent reason.  The game is at 3-6 FPS but is only using 623 MB of ram (bringing the total ram usage to 2.23 GB). CPU usage is at 50-65%.

I turned off ship icons (trade ship icons were already off) along with phase lanes and everything else.  When that didn't do anything I maxed the graphic settings just to see what happened, nothing did.  Zooming in to a major fleet battle or zooming out all the way had no effect.

I would like to play the game but as it stands now that isn't possible.

Dxdiag:

Operating System: Windows Vistaâ„¢ Business (6.0, Build 6002) Service Pack 2 (6002.vistasp2_gdr.101014-0432)

System Manufacturer: Gigabyte Technology Co., Ltd.

System Model: M68M-S2

Processor: AMD Athlon(tm) II X2 250 Processor (2 CPUs), ~3.0GHz

Memory: 4094MB RAM

Page File: 2338MB used, 6078MB available

DirectX Version: DirectX 11

Card name: ATI Radeon HD 4600 Series

Chip type: ATI display adapter (0x9490)
DAC type: Internal DAC(400MHz)
Display Memory: 2808 MB
Dedicated Memory: 1016 MB
Shared Memory: 1791 MB
Driver Name: aticfx64.dll,aticfx64.dll,aticfx32,aticfx32,atiumd64.dll,atidxx64.dll,atiumdag,atidxx32,atiumdva,atiumd6a.cap,atitmm64.dll
Driver Version: 8.17.0010.1077 (English)
DDI Version: 10.1
BGRA Supported: Yes
Driver Attributes: Final Retail
Driver Date/Size: 4/19/2011 21:07:46, 795648 bytes
Video Accel: ModeMPEG2_A ModeMPEG2_C

 

The game

Players: 10 (2 PC 8 NPC)

Game time: 3h ish

16,000 views 31 replies
Reply #26 Top

im using diplomacy, playing single player mode with 9 npc. I did not have lag problem until late game ( ~8 hours). one of the vasari npc went nuts and built 300 explorer and made them phase jump all at once all over the planet...... So imo the problem arises when the total fleet size goes extremely high in the game. I tried to minimize all effect, turn off all other effects, and it still happens. Whenever he orders 300 explorer to phase jump, my game hangs/ lags for ~ 1-3 minute, and he does it continuously.

So igng i dont think it has anything to do with rams or effects, is just the fleet size and the command that is executed all at once.

Reply #27 Top

How would the fact that there is max fleet affect anything.  Is it because its maxing out my ram? well I'm at 700 megs of a game cap of 2 gigs (aka 1/3).  Is it because it maxes my cpu? No I'm at 60-80% on one core and 20-30% on the other.  So please explain how "Max fleet is my problem".

 

That being said the AIs tendency to jump fleet back and forth between two planets in the middle of nowhere needs to be fixed.

Reply #28 Top

Sins as a whole, can't use multi-core, save for some image loading.

Reply #29 Top

Quoting igng, reply 27
How would the fact that there is max fleet affect anything.  Is it because its maxing out my ram? well I'm at 700 megs of a game cap of 2 gigs (aka 1/3).  Is it because it maxes my cpu? No I'm at 60-80% on one core and 20-30% on the other.  So please explain how "Max fleet is my problem".
End of igng's quote

Here are more examples of what I'm seeing...just look at other poster's issues in this thread.

I'm certain its an efficency issue with the expansion's usage of the engine\code.

looks like we will need patches for both expansions and a combined one for Trilogy.

Reply #30 Top

Quoting Zeta1127, reply 28
Sins as a whole, can't use multi-core, save for some image loading.
End of Zeta1127's quote

 

I know but it still has 20% of the core it is using (and normally it has 30%, it very rare for it to use more than 70% of the core).  Of course if you had read my post instead of just mindlessly replying to the word CPU you would know that.

 

 

Quoting Iron_Sites, reply 29

Here are more examples of what I'm seeing...just look at other poster's issues in this thread.

I'm certain its an efficency issue with the expansion's usage of the engine\code.

looks like we will need patches for both expansions and a combined one for Trilogy.
End of Iron_Sites's quote

 

I agree with you as to what is the most likely explanation for the problem. 

Reply #31 Top
maybe old thread but bring it on. I have these problems too and i am more then fucking sure that this is problem of the game. Game reads whole planetary system and renders all fights in real time. Now there is our problem. Imagine there is like 10 fights going on with 100 ships in each. Imagine that shot out. One fight like this is enough to lower the frame rate even by 20.  
 
 
 
I think that solution for this "rendering" would be simulating the fights. The engine would simply skip fights that are not zoomed in enough and once they are zoomed in or "visible" they would resume as we would play them before. That would free lots of CPU space and make the game nice smooth and playable. 
 
 
 
Sorry that i am bringing up another game but look at minecraft for example. The map is infinite it makes you load only few chunks and other that we don't see or we are too far away from them are being simulated. If they were rendering in real time game like that would be unplayable. 
 
 
 
If developers could make this real it would unlimitedly fix the lag bug.