Titans PTE 98721-pte is now available

Discussion in 'PA: TITANS: General Discussion' started by wyao, November 2, 2016.

  1. wyao

    wyao Uber Employee

    Messages:
    70
    Likes Received:
    410
    Proper patch notes to come at a later time, but the major updates are as follows:

    • Local Server multi-threading across planets and AIs
    • LZ4 compression for server mods
    • AI improvements and multi-threaded
    • Client and Server improvements
    • Crash fixes and perf improvements.
    Some details put together by mikeyh here: https://wiki.palobby.com/wiki/PTE_Testing
    Last edited by a moderator: November 2, 2016
    doud, SourceSeeker, n00n and 24 others like this.
  2. cdrkf

    cdrkf Post Master General

    Messages:
    5,721
    Likes Received:
    4,793
    You've managed to multi thread the simulation?!?! I'd be fascinated if the team could give an overview of what went into that, as that has the potential to totally change the scope and scale of the game, kudos!
    doud, SourceSeeker, tracert and 4 others like this.
  3. Qzipco

    Qzipco Active Member

    Messages:
    144
    Likes Received:
    107
    I have no idea what multi-threading is, can someone explain pls?Btw nice job on the client and server improvements!!
  4. flubbateios

    flubbateios Active Member

    Messages:
    103
    Likes Received:
    240
    cdrkf and tunsel11 like this.
  5. Qzipco

    Qzipco Active Member

    Messages:
    144
    Likes Received:
    107
  6. flubbateios

    flubbateios Active Member

    Messages:
    103
    Likes Received:
    240
    [​IMG]
    this update is awesome though :D
  7. exterminans

    exterminans Post Master General

    Messages:
    1,881
    Likes Received:
    986
    For the navigation part, each planet now runs in its own thread.
    For the AI part, each AI also runs in its own thread.

    So multi planet systems are now expected to be much(!) faster than they were before, possibly even faster than single player systems.

    Only downside: When using local server, and eight-core or better CPU is now IMHO recommended.

    As explained in the Wiki, also a ton of other performance improvements, especially regarding navigation (planet wide patrol became much cheaper!), and many, many fixed crashes.
    doud, SourceSeeker, n00n and 5 others like this.
  8. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    You're amazing. The dedication of everyone who made this patch possible must be over 9000.
    doud, lulamae, captain81 and 4 others like this.
  9. cdrkf

    cdrkf Post Master General

    Messages:
    5,721
    Likes Received:
    4,793
    I just so happen to have an fx 8320... some testing is required me thinks :)
    tracert likes this.
  10. Sorian

    Sorian Official PA

    Messages:
    998
    Likes Received:
    3,844
    Since nav and physics run on a per planet basis, it was a no-brainer to look into multi-threading those parts of the sim. So, each sim tick each planet gets to run its nav and physics update on its own thread (or, up to as many threads as are available, which depends on the number of cores you have).

    The copy sim history portion was another thing that just made sense to multi-thread. Since we are acting on each individual entity history there wasn't much overlap.

    Then came the AI. This was a little bit more complicated since the AIs share neural networks and they query the unit type database, which can cause data to change, but it works. Each AI gets its own thread (again, limited by CPU cores) to do it's update.

    Additionally, the history server update is also multi-threaded, since, like the copy sim history step, it is acting on individual entity histories.
    towerbabbel, FSN1977, doud and 12 others like this.
  11. wpmarshall

    wpmarshall Planetary Moderator

    Messages:
    1,868
    Likes Received:
    2,989
    This pleases me. This pleases me greatly. I dare say I feel the tug on the proverbial leash as it were.
    stuart98 and cdrkf like this.
  12. sajuukthanatoskhar

    sajuukthanatoskhar New Member

    Messages:
    1
    Likes Received:
    0
    Update and this is very cool, is there an ETA for deployment?
  13. cdrkf

    cdrkf Post Master General

    Messages:
    5,721
    Likes Received:
    4,793
    It's on the pte server.. that means we can download and play it now :)
  14. cwarner7264

    cwarner7264 Moderator Alumni

    Messages:
    4,460
    Likes Received:
    5,390
    They said it couldn't be done.

    'They' didn't realise this is Uber we're talking about.

    You guys are incredible.
  15. Quitch

    Quitch Post Master General

    Messages:
    5,850
    Likes Received:
    6,045
    cdrkf likes this.
  16. xanoxis

    xanoxis Active Member

    Messages:
    459
    Likes Received:
    238
    You're a god ;*

    Anyway, what does mean the "local" server part in patch notes? It doesn't work on Uber servers?
  17. cdrkf

    cdrkf Post Master General

    Messages:
    5,721
    Likes Received:
    4,793
    Not yet I'm guessing- the Local server is the offline ability- although there is a way to host your own local server and make it available publicly anyway, @Quitch has the details...
  18. cdrkf

    cdrkf Post Master General

    Messages:
    5,721
    Likes Received:
    4,793
    Well I've just tested a 6 way FFA on Pax Prime with the MT server mode on vs 5 absurd AI.

    I let the AI expand and build out all the planets for 30 mins. No slow down, still holding 30fps with 10fps sim speed at the end. That's very impressive!

    Just one issue, I had a server crash whilst loading the game on the first attempt (during planet loading in the lobby). Once in game it all went fine. Overall CPU usage was around 60% towards the end on my FX8320. I certainly think my machine could handle quite a lot more based on that. I need to try an 8 planet system next :p
    SourceSeeker and gmase like this.
  19. gmase

    gmase Well-Known Member

    Messages:
    342
    Likes Received:
    255
    Really good news :) Thank you people!!
  20. river39

    river39 Active Member

    Messages:
    165
    Likes Received:
    111
    Is there gone be a com reclaim fix coming in the new patch aswell?
    MrTBSC likes this.

Share This Page