MegaGlest Forum

MegaGlest => MegaGlest => Topic started by: Irosonic on 22 March 2011, 14:00:25

Title: Megaglest and Intel Core2 Quad
Post by: Irosonic on 22 March 2011, 14:00:25
Hey guys...i hope this is the right topic..  ive started some days ago with playing this awesome  :thumbup: game!! Its great and fun...but ive got a problem. Some times the game jerks/jiggels (ruckelt) so hard, that iam not able to play. But my system is all right:
Intel Core 2 Quad Q8200
HD Readon 5770
6 GB Ram

So i got some Questions and hope you can help me:
1.Does the game support Prozessors with more Cores (my english is horrible :confused:)?
2. Does it help, when i change the affinity of the game for one Core (Prozessor Affinity)?

i hope you can help me. Thanks :)
Title: Re: Megaglest and Intel Core2 Quad
Post by: titi on 22 March 2011, 15:52:27
No, we don't use multiple cores a lot, so I think its mainly a cpu problem.
It happens when you have very big battles and often has something to do with the pathfinding and units which got stuck...
It also happens when you choose to play with many factions and the Mega CPU player which produces tons of units ....

Oder auf deutsch:
Nee das ist (leider) normal, sollte aber nur passieren wenn viele Einheiten unterwegs sind. In der nächsten Version wird es hoffentlich ein bisschen besser.
Title: Re: Megaglest and Intel Core2 Quad
Post by: -Archmage- on 22 March 2011, 15:59:31
No, we don't use multiple cores a lot, so I think its mainly a cpu problem.
It happens when you have very big battles and often has something to do with the pathfinding and units which got stuck...
It also happens when you choose to play with many factions and the Mega CPU player which produces tons of units ....

Oder auf deutsch:
Nee das ist (leider) normal, sollte aber nur passieren wenn viele Einheiten unterwegs sind. In der nächsten Version wird es hoffentlich ein bisschen besser.

Well obviously we need 2 things: multi-core support, and more optimization...
Title: Re: Megaglest and Intel Core2 Quad
Post by: Gabbe on 22 March 2011, 18:42:36
More cores means lesser clock speed on each core, but not that less so you still benefit from having multiple.

Irosonic, have you clocked it any much? 2.33 GHz, and i dont know if Intel has any such thing as AMD cool'n quiet technology. Like my processor has only 800mhz when im idling and when i play games it jumps up as needed to maintain framrate and not become a bottleneck. Maybe check in task manager and/or OC software your clock speeds while playing.
Title: Re: Megaglest and Intel Core2 Quad
Post by: Irosonic on 22 March 2011, 19:27:17
Thanks for the fast answers :).. iam not sure Gabbe if my intel got that like AMD also iam not that expert about Prozessors  :angel: but i tried to put the hole process on one core like Core 0 and then it worked better....
Title: Re: Megaglest and Intel Core2 Quad
Post by: softcoder on 22 March 2011, 21:15:37
The new release of MG coming soon will use the cores.. a number of thigns are threaded and multi-cores will help performance.
Title: Re: Megaglest and Intel Core2 Quad
Post by: Irosonic on 22 March 2011, 22:46:58
great :) iam looking forward :) thanks for the help.
Title: Re: Megaglest and Intel Core2 Quad
Post by: Ishmaru on 23 March 2011, 01:43:54
Multi-core support! Thats great news! Great work as always softcoder!
Title: Re: Megaglest and Intel Core2 Quad
Post by: Tununias on 24 March 2011, 04:44:16
No, we don't use multiple cores a lot, so I think its mainly a cpu problem.
It happens when you have very big battles and often has something to do with the pathfinding and units which got stuck...
It also happens when you choose to play with many factions and the Mega CPU player which produces tons of units ....

Oder auf deutsch:
Nee das ist (leider) normal, sollte aber nur passieren wenn viele Einheiten unterwegs sind. In der nächsten Version wird es hoffentlich ein bisschen besser.
It also happens wen you set a unit's sight to a large number like 500.
Title: Re: Megaglest and Intel Core2 Quad
Post by: softcoder on 24 March 2011, 17:56:19
Yes ,this is because units look for attackers or run away from them when enemy units are in their 'sight' zone.