[LAG] After .17 patch it lags even more :(

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unmerged(283717)

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Mar 13, 2011
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hey staff,

the game was already laggy...but after .17 patch it lags even more :(

on PAUSE ... I get 30 FPS

on 1x Play ... 8 FPS

on 3x Play ... 1 FPS :wacko:


Settings : Res. 1920 x 1080

Antiscopic...vsync...anti-aliasing... Everything OFF !

my PC plays much more intensive games like Civilization V, NFS Hot Pursuit 2011 on medium settings with everything ON... MUCH MUCH Better...


Specs :

Core 2 Duo E6300

Intel DQ965GF MotherBoard

3 GB RAM + 8 GB ReadyBoost

GeForce 8800 GT OverClocked 512 MB

Windows 7 ULTIMATE 32-Bit
 

gebbiz

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I am sure there is no memory leaks in the game. Such a big drop in fps pause vs game indicates that cpu is slowing you down because gpu load is almost same in pause. Are you sure there isn't other programs consuming cpu?
 

unmerged(273319)

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I would say that my system slows down only where there are a lot of vehicles and lines going on in a big city. The framerate crawls to a near halt sometimes. Not sure if there's anything that can be done about that though.
 

unmerged(283717)

Corporal
Mar 13, 2011
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like Michael said ... if it was a hardware issue ... how are much more intensive games running well ?

it makes no sense ..and naturally one can conclude there is some leak issue going on in CiM


I really hope urgent attention is brought to the developers about this ... dunno why it hasn't been fixed yet...

are majority of users, not facing this issue ? :/
 

Illanair

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unmerged(283717)

Corporal
Mar 13, 2011
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An e6300 is below min spec (2Ghz dual core req; e6300 is 1.8 and a bit) so good performance can't be expected.

0.14 Ghz CPU difference wouldn't be this catastrophic (E6300 is 1.86 Ghz per core) ... also the 8800GT OC is a beast, which can easily handle this game as far as I know...

once again doesn't explain why other, much more graphic intensive games are working fine then ?
 
Last edited:

giladteller

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0.14 Ghz CPU difference wouldn't be this catastrophic (E6300 is 1.86 Ghz per core) ... also the 8800GT OC is a beast, which can easily handle this game as far as I know...

once again doesn't explain why other, much more graphic intensive games are working fine then ?

I know that the GeForce 8800 is the minimum requirement, but I am no hardware expert, how much over-clocking adds to the performance?
 

Gazer75

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For CiM the most important thing is CPU power, A LOT of it.

Don't expect any games to run well on minimum system requirements. I always look at the recommended specs to judge how well a game will run.
To get acceptable performance in CiM I had to use an i5-2500 or better CPU which is far beyond the minimum specs. This with an AMD HD 6950 2GB graphics card.

Problem as I see it is the devs use of only one CPU core. Any game released today should be capable of utilizing at least 2 cores if available.
These C2D E6xxx CPUs would have been much better if both cores had been used. The CPU requirements would have been considerably lower too I suspect.
 

unmerged(81596)

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CiM uses both of my cores, or at least I got load on both in my quick test with task manager.

0.14 Ghz CPU difference wouldn't be this catastrophic (E6300 is 1.86 Ghz per core) ... also the 8800GT OC is a beast, which can easily handle this game as far as I know...

once again doesn't explain why other, much more graphic intensive games are working fine then ?
Shortish, basic, explanation to be taken with grain of salt: CPU and graphics PU do different things. Basically, a cpu tells a gpu what it needs to draw and where, while the gpu does the computing necessary for the practicalities of drawing, ie rendering the polygons/ triangles, filling, texturing and making sure the results go to video. But while there is the potential to use a gpu for 'helping' a slow cpu (eg physX, CUDA) they either aren't generally used in games or are irrelevant here. In CiM a good cpu is clearly important and the most likely reason is because you have a lot of entities, simulated people, all wanting to do pathfinding to do their desired trips quite apart from any goal and mood analysis going on. Pathfinding is a renowned cpu killer even in games with only a few entities simulated, if there are potentially thousands it will put a huge drain on the cpu and there really isn't a way to avoid that.

That is why you get the (vsync limited, presumably) 30 fps at pause- when paused none of the entity simulation is running so the cpu can supply the gpu with information easily. As soon as the simulation starts running the cpu bottlenecks and cannot supply the gpu with the information it needs- the gpu cannot draw without knowing where the stuff is- resulting in the fps drop. The reason why CiV runs fine is because its cpu load comes mainly at turn endings. If you have played civ4, or especially civ3 you'd have noticed that towards the end of games hitting the end turn button can result in a considerable amount of pause before it's your turn again, which is the cpu doing all the necessary calculations for the AIs' turns. A better gpu will not speed that up either.

I have an e6400 so to an extent I share the pain. My fps are about 50% higher than yours. But overall you'd get far more mileage from overclocking the cpu than the gpu for CiM.
 

unmerged(273319)

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I want actual proof that people with awesome CPU's can run the game at more than 15 fps with 10-15 lines going in a big city. Screenshots that is.

The game never uses more than 43% at full load for me. Never more than 1 gig of RAM. There are people on this forum that have i7-920's and up and there's still "end-game" lag with full city.

My C2D e6500 should be good enough to process this. Let's not make up excuses for what could be an easily fixable problem.

There's no denying the connection between number of lines/vehicles in the city and FPS.
 

gebbiz

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The framerate at the first post still feels too low, do you use any mods that have something to do with lines/vehicles?

It's true though that the game doesn't fully utilize many cores. I tested this with e8400 cpu (3 Ghz), city with 42 000 population (heavier than berlin), 12 lines with 3-4 vehicles each, and camera moved to a corner where there is nothing else than sea to render, framerate 160 when paused, 100 at normal speed, 10 at full speed. Both cores show about 70% usage so there is some advantage of having two but more than that is no use.
 

Gazer75

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Really hope for the games sake that it will get better. As it is I haven't played in a while cause I got fed up with the low FPS.
Anything below 25-30 FPS is unacceptable to me in a game like this.
The annoying thing is I can't even improve the framerate cause I'm CPU bound.

Please go back to the drawing board and redo the engine to take advantage of 2 or more cores. I'd pay another 5-10€ for that ;)
 

unmerged(273319)

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95F5D37C21FC2B006F89B8D37AAD15120D5DB9FB
This is what happens when there are a lot of people walking around.
 

Michael11

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The framerate at the first post still feels too low, do you use any mods that have something to do with lines/vehicles?

It's true though that the game doesn't fully utilize many cores. I tested this with e8400 cpu (3 Ghz), city with 42 000 population (heavier than berlin), 12 lines with 3-4 vehicles each, and camera moved to a corner where there is nothing else than sea to render, framerate 160 when paused, 100 at normal speed, 10 at full speed. Both cores show about 70% usage so there is some advantage of having two but more than that is no use.

So is there going to be any official acknowledgement of the engine/driver bug or are you having a hard time reproducing the low-fps problem?
 

gebbiz

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It could be helpful if someone would upload a super-cpu-heavy savegame. Maybe we are doing something differently here so it doesn't slow down so much. Note that if you have as much people on the screen as in the picture above you may be limited by GPU.
 

Gazer75

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