View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0010325 | AI War 1 / Classic | Bug - Gameplay | Jan 10, 2013 11:57 am | Feb 22, 2013 3:17 pm | |
Reporter | SerthVarnee | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 6.009 | ||||
Summary | 0010325: One attritioner in a system = good. Several attritioners in a system = lag spikes of doom at each wave | ||||
Description | i noticed a long while ago that attritioners could make a situation turn from doomed struggle, to winnable fight just by being in the right system at the right time. This was followed shortly after by the discovery that more attritioners meant better chances of survival for my team. a lot of attrioner production and careful placing under shields in the right parts of the right systems later...i noticed the "mild" complaints from my coop partner about the framerate dropping from 60 to 0.04 lasting a period of about 30 seconds after any notable AI wave entered my attritioner systems. Long story short: lots of attritioners in the same system will cause horrible lag spikes when a wave jumps in and gets smooshed in under 10 seconds. my coop partner ronin insisted it was because of the way each attritioner does its damage seperately to each enemy ship as soon as one of them dies, causing clusterfucks of damagedealing being done to over 2.500 ships at the same time. short term solution was to use the higher tech asteroids for attritioners instead of hordes of small ones. i'd love to see a long term solution that enables the joy of seing my 50-100 attritioners molest wave after wave without my framerate dropping to 0.04 | ||||
Tags | No tags attached. | ||||
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I suspect something similar goes on when you drop a lightning warhead on a group of 1k+ ships that it can kill. I've noticed insane lag while the explosion animations are playing when I do that. |
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Odd, because I seem to recall that Attritioners specially DON'T individually act on units. Rather, each time a unit dies, its health is added to a pile and every so many frames, an Attrition pulse goes off, using that pile to calculate how much damage to deal. So one or 100 Attritioners should make no difference. I wonder if it is large numbers of death animations that is causing the issue. There are some graphic effect reducing settings that you might want to turn on and see if that eliminates the problem. I know some people have to use these settings to play with multi-homeworld starts. Since 50-100 Attritioners is a 6-7 homeworld start, you absolutely are in the range that turning down some graphics may be necessary. |
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well i usually play with most graphic settings set to display as little as possible, with the exceptance of rendering shots. Usually turning off rendering shots helps a little bit but i think the real issue it has is a combination of the large simultaneous attritioner kills (im talking 700-2500 kills in one tick) and it being multiplayer when the problem is at its worst. i'd upload a save with an example but every one of the really obvious example save files i got are older versions, since i've been...convinced...to to refrain from this tactic |
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actually seing as how it couldn't hurt to give an example of my alledged issue, please turn your attention to the following uploaded save. Please note that this game was originally made during a previous version and that it is 2 player (single player can still be tested by turning off the Red player Ronin in "manage players") Should take about 30 seconds from time of loading before a perfect example shows up in the center system |
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Date Modified | Username | Field | Change |
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Jan 10, 2013 11:57 am | SerthVarnee | New Issue | |
Feb 13, 2013 7:21 pm | KnightRAF | Note Added: 0030748 | |
Feb 14, 2013 9:46 am | Hearteater | Note Added: 0030765 | |
Feb 22, 2013 3:04 pm | SerthVarnee | Note Added: 0030902 | |
Feb 22, 2013 3:15 pm | SerthVarnee | Note Added: 0030903 | |
Feb 22, 2013 3:17 pm | SerthVarnee | File Added: attrition 8.sav |