Memory Limits and whats possible

I am just curious I am about to embark on modding SOA2 for my own personal use possibly adding new planet types and maybe even some races as well all this I will be using on my own map specifically tailor for a long solo play game.

 

What I want to know is Whats the largest map ever played on? And When does fleet size or number of ships start reaching the 2 gig limit 100 ships 1000 ect.

17,442 views 14 replies
Reply #1 Top

depends MORE on the detail settings, but a the AI loves to throw huge numbers of strikecraft, mine & frigates into the map(s) you tend to get a slideshow due to shear numbers with the SINGLE thread of the game, but multithreading the engine would be a MAJOR re-write of the engine for ironclad, and if you start your mod from the optimisation project you will have MORE space to play/add than with the standard game.

harpo

Reply #2 Top

isnt there a way to increase the memory limit without even touching sins?

Reply #3 Top

Quoting FredLed, reply 2
isnt there a way to increase the memory limit without even touching sins?

nope, don't even look at the LAA for hope

Reply #4 Top

Quoting harpo99999, reply 1
depends MORE on the detail settings, but a the AI loves to throw huge numbers of strikecraft, mine & frigates into the map(s) you tend to get a slideshow due to shear numbers with the SINGLE thread of the game, but multithreading the engine would be a MAJOR re-write of the engine for ironclad, and if you start your mod from the optimisation project you will have MORE space to play/add than with the standard game.

harpo

Thanks Harpo, but I figure I ought to be able to adjust just how many ships get built by adjusting Cost and Build times, what I don't know though is just how many ships is a huge number.

 

Would a 3 player games 1 human 2 ai playing on a map with say 600 worlds each having an approximation of 1200 ships thus 3600 ships total would that be a huge number? See that is kind of what I am looking for what people have been playing and approximately what it took to hit the limit that way I design to come in under the limit.

Reply #5 Top

I have found that about 100 worlds with 2 ai, pirates and standard colony defender spawns is playable with low detail settings from the start of the game for up to 8 hours, but another twnty planets start to get the slideshow effects even at low detail.

harpo

 

Reply #6 Top

Quoting harpo99999, reply 5
I have found that about 100 worlds with 2 ai, pirates and standard colony defender spawns is playable with low detail settings from the start of the game for up to 8 hours, but another twnty planets start to get the slideshow effects even at low detail.

harpo

 

Do you have any idea how much memory is being used in the above situation? And I am not sure I fully understand what you mean by slide show are we talking about lagging and frame rates?

Reply #7 Top

It is the frame rate.

You can try the Dev.eve, use all AI, give them all research and unlimited credits. Watch the mayhem and monitor the ram.

When the game starts to lag or get close to the 2 gig limit pause and look what each player has. Just a thought.

Reply #8 Top

Quoting myfist0, reply 7
It is the frame rate.

You can try the Dev.eve, use all AI, give them all research and unlimited credits. Watch the mayhem and monitor the ram.

When the game starts to lag or get close to the 2 gig limit pause and look what each player has. Just a thought.
-*

 

Thanks Myfist I had thought about letting the AI go at it I just didn't know how to count the assets so the dev.exe using the control + M function has a selection that will do just that eh?

Reply #9 Top

The latest version of SoA2 should have incorporated at least "some" of TSOP into it by now. At least that is what i gather from the project lead.

Harpo is correct to a point. We found with working on TSOP that the late game lag is also caused depending on the size of the map used (number of planets), the number of AI's used, as well as the numbers of units on the map at once. Setting to lower detail does help, but there is also a limit to that. I have machines that are way above, and beyond Sins recommended specs. Both 64 bit. They both lag with vanilla sins (no mods) about mid point into the game. Sooner with Entrenchment/Diplomacy running. ANY type of game. I can postpone the lag if i set all of the graphic settings to low. With TSOP enabled it makes the late game lag exactly that. Happen at late game when 1000's of units, and structures are on the map are on the map. Even small maps will have hundreds of units on it if you count all of the strike craft, structures, starbases, and mines. TSOP fixes the graphic lag caused by way too high resolution textures for a unit/particles size It also standardized all of the textures to DDS format. The vanilla TGA's in sins were using way too much memory for their purpose. That alone fixed the 2 gig crash issue, because the textures were the biggest user of ram in sins. We also fixed bugs that were causing some memory over usage. Like Textures that the game did not use that were being loaded into memory anyway. Mislabeled texture paths, or texture paths period when sins didnt need them, and missing, or mislabeled nulls. Its been a while, and i cant remember everything we did with TSOP.

The main issue now with Sins is CPU power. Even the best machines lag with Sins in late game. With TSOP enabled. Increasing the memory usage will not help. Each unit requires CPU. CPU to exist, to perform its standard AI functions (move attack etc. etc), to run its abilitys. Then the weapons/particles need CPU. Then the ability buff, and debuffs need CPU. One unit in itself is nothing. If thousands of units are on the map it all adds up. It is the same issue Supreme Commander has except that each projectile is not calculated. Too many units eating up CPU ticks. If the game was ported to 64 bit i think it would help, but only for a short time. The lag will show its ugly face again.

If you plan on adding new planets consider the footprint it will make. It is one more unit for the cpu to deal with, and with one more texture to render. The Vanilla sins planet texture is a 4096 resolution texture. However its true viewing area is 2048x1024 resolution. That is because the planets poles are UV mapped separately to prevent "pole pinch". Wasting 1/2 of the texture space. We tried to do pure spherical mapped 2048 textures, but failed, because of the pole pinch issue. If you chose to go the spherically UV mapped route that is your choice. We have not found a way to eliminate the pole pinch issue that really stands out in sins.

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Reply #10 Top

Wow thanks Stress, lots of good useful information there. And might I say thanks a lot for all your efforts on SOA2 as well I know your RL gotten busy but your earlier efforts are well appreciated.

 

Currently I am just building a project plan so to speak, I have ideas but  just implementing all of them may put to much strain on the system a typical game design dilemma I suppose. Not being much of a modeler myself and modeling in my moving semi would be all but impossible anyway, one needs a desk space not in a 5 to 6 Richter scale earthquake all the time for that. I just borrow stuff I find like Uzis Sins PLus as an example for more planets types.

 

Thanks again for letting me know SOA2 incorporated most of the TSOP that is nice to hear. Now I think all use MyFists advise and go start a war just to watch it. 

Reply #11 Top

Quoting Major, reply 9
If you plan on adding new planets consider the footprint it will make. It is one more unit for the cpu to deal with, and with one more texture to render. The Vanilla sins planet texture is a 4096 resolution texture. However its true viewing area is 2048x1024 resolution. That is because the planets poles are UV mapped separately to prevent "pole pinch". Wasting 1/2 of the texture space. We tried to do pure spherical mapped 2048 textures, but failed, because of the pole pinch issue. If you chose to go the spherically UV mapped route that is your choice. We have not found a way to eliminate the pole pinch issue that really stands out in sins.

Major Stress, take a look in your TSOP topic... i explain several modeling way for planet who can maybe resolve your planet problem... hope that it help...

Reply #12 Top

I ahve been trying to fight the pinch problem, I saw your posts, and other posts for eliminating the missing faces, and seems. My main problem now is my machines are too "new". My old sempron system bar-b-qued itself, and i dont have a 32 bit machine that can run XSI 6.0 anymore. ConvertXSI works with later versions, but just barely. Mesh problems i fixed in softimage 7.5 still come out screwed up after i use ConvertXSI on it. Stuff i NEVER had a problem with when i used XSI 6.0. XSI 6.0 does not work in windows 7 64 bit, and i will not downgrade my machines to run just one 32 bit program. ConvertXSI was never updated to work with softimage 7.5+. You now see the problem. If you know something that i do not. let me know.

Reply #13 Top

Run planets at medium

Run ships at med/med/low

Run structures at med/med/low

Use Task Manager to get an idea of just how much mem that 10 player Huge Random map takes as you go.

Reply #14 Top

Quoting SemazRalan, reply 13
Run planets at medium

Run ships at med/med/low

Run structures at med/med/low

Use Task Manager to get an idea of just how much mem that 10 player Huge Random map takes as you go.

 

Yeah Thanks I do have all my settings to low and even have skyboxes,  debris and asteroids turned off though I don't know how much that helps. I suppose its all because I play Sins a bit differently than most folks. I love Galactic Civilizations II and I am a huge fan of turned based Games, but I also love the 3 dimensional aspects of Sims as well as the graphics of SOA2. I just don't have the time required to invest in a RT based game even on the small maps. So my plans are to slow everything down real slow build times in many minutes ect. Then I wanted to make exploration a big part of my modified SOA2 hence the large map.