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real_tabasco_sauce

0 A.D. Gameplay Team
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Posts posted by real_tabasco_sauce

  1. 6 minutes ago, Seleucids said:
    22 minutes ago, real_tabasco_sauce said:

    a26-a27 profile comparison to put this suspicion to rest.

    Question: how can i compile A26 on Linux? There are many errors

    Well I am linux naive, so I can't help much. But downloads are here https://releases.wildfiregames.com/. Maybe you could try  @andy5995's appimage? https://github.com/0ad-matters/0ad-appimage/releases

    its on that page if you scroll.

    • Like 1
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  2. 4 hours ago, Seleucids said:

    Is there something special about the Linux kernel that you have noticed, or is it just a coincidence that most people replying to this thread are Linux users?

    No, its just an observation I made that the 4 linux players also report worse performance in addition to the stutter. I think there needs to be an a26-a27 profile comparison to put this suspicion to rest.

    • Like 1
  3. 2 hours ago, BugReportTempAccount4 said:

    Swordsmen have another rank after that to become Centurion. The Centurion description states, "Centurions may be promoted from elite melee citizen infantry", which is not easy to do if swordsman cannot gain experience in the barracks.

    when you complete the technology, you can train centurions from the fortress directly.

  4. 17 minutes ago, real_tabasco_sauce said:

    These large regular spikes are interesting. I don't have them even in large games, which you can see in my earlier comments. I would look more closely but I can't open the jsonp. This is without AI right? Could you zoom in on some of the more regular spikes, including the surrounding ~30 turns?

    The full hash checks are not logged so they should show up as gaps, not spikes right?

    nvm, thats a graphical profile right? so then those are just the hash checks

  5. 1 hour ago, Seleucids said:

    These large regular spikes are interesting. I don't have them even in large games, which you can see in my earlier comments. I would look more closely but I can't open the jsonp. This is without AI right? Could you zoom in on some of the more regular spikes, including the surrounding ~30 turns?

    The full hash checks are not logged so they should show up as gaps, not spikes right?

  6. 2 minutes ago, Stan` said:

    Indeed. But it's a bit too good to be true. E.g. it doesn't explain this https://gitea.wildfiregames.com/0ad/0ad/issues/7589#issuecomment-112230

    But that's the only SP report.

    Interesting. We don't really have a comparison with a26, but seems like pretty bad performance.

    @MetaPhyZic, @Atrik, and @Seleucids all mentioned low fps upon reaching p3/late game in addition or in combination with stuttering.

    In my case, I have good FPS but notice the stutter. All of these players are on a linux distro while I play on windows. @0 calories what operating system do you use?

    So maybe indeed there is more than one issue at hand. @Atrik even said that he gets to 3fps even with quick hash only. Maybe can @Seleucids and/or @Atrik profile a single player combat demo huge and compare between a26 and a27?

  7. 32 minutes ago, Acero said:

    Correcting inefficiencies present in A26 as well will not explain what happened in this alpha.

    From what I understand, we are still figuring out why it seems to be worse. The unfortunate thing is that aside from this, the performance really is strikingly better:

    https://gitea.wildfiregames.com/0ad/0ad/issues/7589#issuecomment-111582 (red is a26, green is a27). So this is essentially holding back the benefits of the work that was done, at least for MP.

    Ok, so here are 3 profiles of combat demo huge in multiplayer, along with one with quick hash only:

    fullhashCDH.jsonp

    nofullhashCDH.jsonp

    a26CDH.jsonp

    rc1CDH.jsonp

    I can't tell any significant difference between the magnitude of the full hash across these alphas, they all seem to be 120 to 150MS for me.

    • Like 1
  8. My guess is what registers for faster PC players as a stutter, a brief hiccup, could be far, far worse for players with a lower spec PC. The 'gaps' you see below represent the former:

    image.png

    This is what it looks like for a full TG, you can see the effect of the stutter for sure. This is a 19 minute foothills TG. the blue lines are normal turns that take very little time to compute, and the gaps are the full hashing. We have done these for a long time, but I suspect that in addition to improvements in other areas revealing the stutter, we might also have more to hash overall. 

    So yeah there is full hashing in replays. I'll look at earlier versions and see if the hashing gap remains large like this.

    if you want to profile stuff, there is a really excellent guide on how to do it here: https://gitea.wildfiregames.com/0ad/0ad/wiki/Profiler2

    • Like 1
  9. 41 minutes ago, 0 calories said:

    I can claim 0.26 fast smooth and fast.. while 0.27 I have 4 fps issue for sure.. I guess you assurance that A26 had problem is not correct from player perspective.

    Can you describe your problem in more detail? Do you drop down to 4fps irregularly, like every 4 seconds, or is it just a constant laggy experience?

    How quickly in a typical game do you get down to 4fps? And what fps would an equivalent game in a26 have? What steps to fix it have you tried, like switching to different graphics settings in options -> graphics (advanced). Have you tried combinations of Vulkan/openGL and with vs without GPU skinning?

    It could be that you are experiencing a separate issue.

    • Like 3
  10. I think making it so buildings can only be deleted if they are connected to your town could work, but does anyone think this would be frustrating? I think it might be. Imagine you have captured a house only to realize it has no value, and now you have to wait untill it is the enemy's building to start poking it down.

    We can make destroying buildings more relevant without this change. I'd like to cook something up to address this in the community mod.

    • Like 2
  11. 1 minute ago, wowgetoffyourcellphone said:

    In my opinion, packing effects into the Phase up techs is super uninteresting. It's not like 0 A.D.'s tech tree is massive. 

    yeah, but its good to put uninteresting effects into phase ups. For example building arrow damage increases with each age, but if that were instead 2 technologies, there would be a ton of tower techs.

    The CC is getting rather full of techs recently.

  12. It would be interesting if attacking buildings was a bit more worthwhile/effective. In any case, the default should be set by an option.

    7 minutes ago, wowgetoffyourcellphone said:

    If we make buildings more vulnerable to non-siege units, then we can compensate with a building health tech tree at the Civic Center: Craftsmen (common) -> Architects (common) -> Monumental Architecture (for "urban" civs).

    And if we make buildings less vulnerable to capturing (increased base capture points), we can add a couple capture techs to compensate: Military Cult (common; at the Temple) -> Plunderers (for "barbarian" civs; at the Temple), Siege Ladders (common; at the Fortress).

    I would avoid adding too many techs for this kind of thing. In this case, utilizing phase ups would be good (ie for HP).

    • Like 1
  13. 12 hours ago, real_tabasco_sauce said:

    Ok i forgot to explain :D

    With this PR, (https://gitea.wildfiregames.com/0ad/0ad/pulls/7633) units will only get stuck attacking a building (or capturing) if you have directed them to do this. If you didn't, they will consider units of higher priority. So it means that if you looked away from your army and they start attacking buildings because there are no units nearby, they won't get stuck doing this.

    Also, it helps with units like bolts to not get stuck attacking a house or something.

    • Like 2
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