Talvieno wrote:It all made sense, Josh. Great to see you posting in the Suggestions board again. I'm sure Cornflakes will be mighty pleased.
Andddd I'm sure he'll restrain himself from commenting on 'coming in waves'
Talvieno wrote:It all made sense, Josh. Great to see you posting in the Suggestions board again. I'm sure Cornflakes will be mighty pleased.
'ah dont have toJoshParnell wrote: Andddd I'm sure he'll restrain himself from commenting on 'coming in waves'
And that answers a question I've been asking for a while now: "is LT less abstracted/simulated only around the player's current location? Or also around the location of important player assets such as factional subordinates?"JoshParnell wrote:instead of thinking of far-away systems as having some 'simulation granularity' parameter that is static, consider instead if they have a simulation granularity that is a probability distribution -- i.e., most of the time far-off systems will be simulated coarsely, but occasionally will get lucky and receive some real, fine-grain simulation time. Doing so significantly 'smooths' edges between systems with different LODs (i.e., different topological distance from player's assets). (Yes, if you picked up on that, you now realize that system that contain player assets are handled a bit differently, and generally given more attention). [emphasis added]
Does the code adapt to high/low CPU usage?JoshParnell wrote:I mean, the hard truth is that we're NOT going to be able to keep up with a good simulation if the player has major operations across 1000 systems. Minor, perhaps. But major projects spanned across that amount of space? At the end of the day I can do lots of clever tricks but I can't make computation disappear
There will be some limit at which the game struggles with performance when you're spreading your operations across an obscene number of systems that need to maintain dynamism with your interaction.
The name of the game is, simply, to push that limit as high as we can Certainly, I would say 99% if not 99.9% of players should never experience it, assuming they have a decent CPU / RAM config.
Silverware wrote: Does the code adapt to high/low CPU usage?
Like if we have a Supercomputer will it automatically simulate in higher quality?
:V
If so, just allow moores law to do it's thing.
To be fair, I think if a player has major assets in what we have to remember is 1,000 *solar systems*, I think we should expect a little less detailed simulation out towards the opposite edges of the players' location. This is a pretty massive scale we're talking about, so I don't think we'd notice in sufficient detail that some of these systems won't be fully simulated.JoshParnell wrote:I mean, the hard truth is that we're NOT going to be able to keep up with a good simulation if the player has major operations across 1000 systems. Minor, perhaps. But major projects spanned across that amount of space? At the end of the day I can do lots of clever tricks but I can't make computation disappear
JoshParnell wrote: assuming they have a decent CPU / RAM config.
I think I'd go with 111 gflops cf (a nice round binary number)Cornflakes_91 wrote: or even a straight up numerical input "how many GFLOP can your CPU provide"
Is there any potential to spread the far off systems into other threads? Away from the main simulation thread?JoshParnell wrote:I mean, the hard truth is that we're NOT going to be able to keep up with a good simulation if the player has major operations across 1000 systems. Minor, perhaps. But major projects spanned across that amount of space? At the end of the day I can do lots of clever tricks but I can't make computation disappear
There will be some limit at which the game struggles with performance when you're spreading your operations across an obscene number of systems that need to maintain dynamism with your interaction.
The name of the game is, simply, to push that limit as high as we can Certainly, I would say 99% if not 99.9% of players should never experience it, assuming they have a decent CPU / RAM config.
I enjoyed reading your post, MyNameWuzTaken. I decided to let someone else build my new rig this time and they did all the overclocking in exchange for cash. I had to say something because you mentioned Skyrim and 4K textures. I went for twin GTX970's in SLI and Skyrim looks beautiful and plays like a dream. I've had a few hiccups with the cards but every time they recover the game looks and plays even better.MyNameWuzTaken wrote:I just built a new rig and did some very basic overclocking. I need to adjust my timings and benchmark but I've been to busy playing Skyrim with all the 4K textures I can find. And rebel Galaxy. And Ck2 with no lag. And HotS, and Space Made. And fallout 4 comes out in a few days and...
Yeah, that's not going to happen anytime soon.
Went with the i7-4790k and the Nvidia GTX 970. 16g of 2400 Ram which I can't even fully utilize, even after I work on the timings.
One of you really technical types care to consult on the OC when I get around to it? Everytime I look into it I find something new that makes my head spin. Any good references you know of that are not too comprehensive?
This is a great point. If no one can tell the simulation detail went down, it's immaterial if it did. Kinda like quantum mechanics. I like.Ringu wrote:To be fair, I think if a player has major assets in what we have to remember is 1,000 *solar systems*, I think we should expect a little less detailed simulation out towards the opposite edges of the players' location. This is a pretty massive scale we're talking about, so I don't think we'd notice in sufficient detail that some of these systems won't be fully simulated.JoshParnell wrote:I mean, the hard truth is that we're NOT going to be able to keep up with a good simulation if the player has major operations across 1000 systems. Minor, perhaps. But major projects spanned across that amount of space? At the end of the day I can do lots of clever tricks but I can't make computation disappear
Yes, this build is just a stopgap for me too, Black--Snow. I was going to wait for the arrival of Star Citizen, the game, but was overwhelmed by the dreaded hardware desire. *chuckle*Black--Snow wrote:I'm only upgrading to the 980 Ti for the novelty. ^_^
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