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unmerged(73622)

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Apr 5, 2007
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I'm one of those suffering from game lag.

I think I've solved this.

Its the counters mode. I bet that those with lag have 'use counters' selected.

If you use counters, uncheck the option and use sprites.

I will bet the performance improves for scrolling and zooming.

-Doc.
 

Johan

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The sprites are alot faster to render than the counters as they are a simple 3d animation, while the counter is multiple complex images.
 

NeFuRii

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Funny, but when I zoom in and have 3d sprites on my screen, the game is sluggish, but when I zoom out, the very moment sprites turn into counters, the game runs very well. No lag att all except when selecting/deselecting units, but that's a different matter.
So, at least on my PC, it would look like its the opposite and that simple 3d animation makes more lag.
 

unmerged(101225)

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May 16, 2008
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What worked wonders for me is slowing down scroll speed. It is much smoother gameplay at 30% scroll rather than the 100% it starts with. My old computer couldn't handle the quick map changes, but slowing it down made it work just fine.

Plus, it feels much smoother to be able to scroll and scan the front line.
 

Koeppen

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Funny, but when I zoom in and have 3d sprites on my screen, the game is sluggish, but when I zoom out, the very moment sprites turn into counters, the game runs very well. No lag att all except when selecting/deselecting units, but that's a different matter.
So, at least on my PC, it would look like its the opposite and that simple 3d animation makes more lag.

Same here. No difference between sprites and counters on my rig.
 

unmerged(65556)

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Jan 27, 2007
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In my experience, the game starts to lag as soon as it has to show the province names on the map.

The moment i zoom out until the names on the map are no longer displayed, the game runs fluid and there is no latency on button presses anymore.

Im sure if there would be an option to switch off the display off names on the map, the game would be playable for me.
 
Last edited:

unmerged(65556)

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Jan 27, 2007
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If you switch sprites to counters and then again back to sprites ingame, the game runs smooth for a while before slowing down again. :rofl:
 

unmerged(73622)

Veteran Strategy Gamer
Apr 5, 2007
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Finally, random try:

Getting a lot of these in debug log:
Code:
Application debug[texturehandler.cpp:132]: 		WARNING: Size is not a power-of-two!!
Application debug[texturehandler.cpp:122]: Loaded 2D-texture: gfx\\interface\\outliner_view_navalunits.dds [48x24]
Application debug[texturehandler.cpp:132]: 		WARNING: Size is not a power-of-two!!
Application debug[texturehandler.cpp:122]: Loaded 2D-texture: gfx\\interface\\outliner_view_landcombat.dds [48x24]
Application debug[texturehandler.cpp:132]: 		WARNING: Size is not a power-of-two!!
Application debug[texturehandler.cpp:122]: Loaded 2D-texture: gfx\\interface\\outliner_view_aircombat.dds [48x24]
Application debug[texturehandler.cpp:132]: 		WARNING: Size is not a power-of-two!!
Application debug[texturehandler.cpp:122]: Loaded 2D-texture: gfx\\interface\\outliner_view_navalcombat.dds [48x24]
Application debug[texturehandler.cpp:132]: 		WARNING: Size is not a power-of-two!!
Application debug[texturehandler.cpp:122]: Loaded 2D-texture: gfx\\interface\\outliner_view_bombus.dds [48x24]
 

Kaelic

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The sprites are alot faster to render than the counters as they are a simple 3d animation, while the counter is multiple complex images.

I assume this is because the counter is made up of information (numerical, type) and thus is pieced together. However this is easily solved by rendering all this information to a texture buffer then rendering that texture. Comparing that simple operation to the CPU cost of skinned animations, the counters should be significantly less intensive than rendering the meshes.