General Lag/Performance - Late Game? (Is this a server/internet/game/bug issue?)

Discussion in 'Planetary Annihilation General Discussion' started by jacobebell, January 22, 2015.

  1. doud

    doud Well-Known Member

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    So here we are with Same planet but 2AIs instead of a single one.
    The basic difference seems to be related to the second thread. Guess : Thread dedicated to AI :)
    Since i'm playing with last PTE i will try multiple planets with stable release, might have more chance to make it work :)
    PaServerThreads_1planet_2AI.jpg
  2. doud

    doud Well-Known Member

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    OK, so i finally managed to run a game with 8 planets, 5 teams of 2 players with local server.
    And you can take the previous pictures i posted, The simulation with local server is a single thread, so, basically, limited to the power of the single physical threas. I perfectly remember that Neutrino had stated he had planned for a per planet/per thread multithreading model. It looks like, unless Uber prove me wrong, that we are still with this ABSOLUTLY NON SCALABLE simulation model. So we have multithreading for for the client, but the simulation is mono threaded. I know how it is hard to move to a multithreaded simulation, but the original idea from neutrino made sense. It looks like the short development cycle enforced Uber to move for a single threaded simulation. It's really unfortunate, and in the current state anyone can forget the million units and many many players running the same game.

    Now, looking at the different threads which keep idle in server.exe, and especially the fact that we have 2 server.exe threads, this would confort me in the fact that they had initially planned to go for this 1 planet / 1 thread model, but decided to cut it. This is just speculation of cours :p

    Hopefully we'll get a multi threaded model later.

    I can't believe i enjoyed so much these 4 hours of PA playing this afternoon. It really was different from the old initial release frustration. This game is just awesome :)
    cdrkf likes this.
  3. cdrkf

    cdrkf Post Master General

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    Well based on comments from a while back, they're trying to maximise performance of one server thread before splitting it. Given the jump in performance between the start of clan wars and now that approach has been working :) I agree long term a multi thread SIM would be fantastic, and the per planet concept should simplify this compared to splitting everything up (though Mt spring proves it is possible to do). Either way I guess this is probably still on the todo list, once they've exhausted all the low hanging fruit as it were.
    doud likes this.

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