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podcat

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So what I take from this thread so far the impressions are:
- the "new day" tick is slower early game
- some report big slowdowns (3 times slower)
- late game is faster

about #2, if you got the time run the game speed 5 as say Dominican republic and stop watch yourself to 1937. then pick the beta branch for 1.4.2 and go back and test from there. See what the difference is and report. Performance is incredibly subjective, someone will feel like anything under 60 fps is horrible for example while many are happy with 30, so its very tricky to discuss. Its maybe a part of that, and maybe hardware related like drivers or something? There are a lot of graphics settings to tweak. try seeing what impact that has on your speed. if its a lot maybe that is a hint for the problem
 

podcat

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I did some more tinkering with my battle freezing..

Removing this


soundeffect =
{
name = "amb_battle_distant"
volume = 1.2
sounds = {
sound = amb_battle_distant_01
sound = amb_battle_distant_02

}
falloff = "falloff_100"
polyphony = 2
max_audible = 1
max_audible_behaviour = fail
}

from the file soundeffects.asset fixed it..Seems like it's these two files

Very interesting. there is no resonable way those should be slow, so you might be on to something then. Can someone else confirm turning off sound helps? this also may be perception bias, e.g its slow the first time since it loads the sounds then never again.
 

Andy Gainey

Sergeant
Paradox Staff
Sep 26, 2017
79
5
andygainey.com
For the players who have benefited from removing the ambient battle sounds, do you get the same benefit by adding the "always_load = yes" to amb_battle_distant_01 and _02 in game/sound/sound.asset?

Code:
sound =
{
    name = "amb_battle_distant_01"
    file = "animations/amb_battle_distant_01.wav"
    volume = 0.9
    always_load = yes
}
sound =
{
    name = "amb_battle_distant_02"
    file = "animations/amb_battle_distant_02.wav"
    volume = 0.9
    always_load = yes
}

Our sound manager might be too eager to unload sounds the moment they aren't in use, even if there is a good chance they'll be needed again in just a few seconds. A a better (but labor-intensive) fix would probably be to make the sound manager hang onto those sounds for a short time before unloading them. But for commonly used sounds, this quick change to the asset file may be a low-cost solution that is high-value for players with slower HDDs.
 

podcat

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For the players who have benefited from removing the ambient battle sounds, do you get the same benefit by adding the "always_load = yes" to amb_battle_distant_01 and _02 in game/sound/sound.asset?

Code:
sound =
{
    name = "amb_battle_distant_01"
    file = "animations/amb_battle_distant_01.wav"
    volume = 0.9
    always_load = yes
}
sound =
{
    name = "amb_battle_distant_02"
    file = "animations/amb_battle_distant_02.wav"
    volume = 0.9
    always_load = yes
}

Our sound manager might be too eager to unload sounds the moment they aren't in use, even if there is a good chance they'll be needed again in just a few seconds. A a better (but labor-intensive) fix would probably be to make the sound manager hang onto those sounds for a short time before unloading them. But for commonly used sounds, this quick change to the asset file may be a low-cost solution that is high-value for players with slower HDDs.

peeps if you can help out Andy on this. We cant reproduce your slowdown so we need you to help narrow things down