FPS issues / Memory leak? [SOLVED]

Re: FPS issues / Memory leak?

Postby DaviDeil » Mon Mar 12, 2012 5:12 am

Also it's possible that having a LOT of trees on the map will cause lag. I'm always making sure I keep the tree population low to have a smooth game.
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Re: FPS issues / Memory leak?

Postby Rico » Mon Mar 12, 2012 7:00 pm

I'm not doing anything I didn't on last version, since I use the same production amounts and citizens and this version lowers FPS a lot.

I'm checking APS and all that stuff but still something seems wrong.
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Re: FPS issues / Memory leak?

Postby supermalparit » Mon Mar 12, 2012 9:07 pm

The number of activer orders seems to be the major lag producer. Working on it
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Re: FPS issues / Memory leak?

Postby Banger » Mon Mar 12, 2012 9:29 pm

I can say I have never had an issue with lag and that is with ordering the cutting of every tree on an over crowed map, and 95% of the bushes and a good amount of clearing out the first 2 underground levels.
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Re: FPS issues / Memory leak?

Postby supermalparit » Mon Mar 12, 2012 10:37 pm

Well, mine/chop order counts like only 1 task. And it's pretty fast to check it.
The problem are with queues (like make a bread, armor, ...)
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Re: FPS issues / Memory leak?

Postby Banger » Tue Mar 13, 2012 2:20 am

Well I constantly make them make 450 bread, but I see what you mean.
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Re: FPS issues / Memory leak?

Postby Xinvoker » Thu Mar 15, 2012 8:46 am

supermalparit wrote:The number of activer orders seems to be the major lag producer. Working on it

Yep you can easily see that if you give an order for a long wall. FPS issues immediately.
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Re: FPS issues / Memory leak?

Postby supermalparit » Fri Mar 23, 2012 10:42 pm

Solved on next build.
The number of tasks checked every turn has been reduced. So, on next build, the game will only check some tasks per turn instead of all of them.
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