[Freeciv-Dev] Re: (PR#7195) inlining map_pos_to_index
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=7195 >
On Mon, Jan 05, 2004 at 11:42:59PM -0800, Jason Short wrote:
>
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=7195 >
>
> Raimar Falke wrote:
> > Freeciv has no hardware requirements
> > like commercial games have. This leads to a "lets make it as fast as
> > we can since there may be slow hardware out there". But even with a
> > fast hardware (1GHz+ CPU) you can watch it crawl when you do an
> > autogame (set timeout to -1 and use only AI players).
>
> The autogame is so easy to measure that it has become a benchmark for
> measuring "speed". But as I've said before I believe this is highly
> flawed. The vast majority of a normal player's wasted time is spent
> watching units animate (i.e., the "stepped movement").
>
> Try:
>
> - Timing an autogame.
> - Timing the same autogame with a client observer attached.
> - Timing the same autogame with a client observer attached and animation
> off.
>
> The second game probably won't complete because the client is too slow
> for the server and will be cut.
The benchmark could be the year when the client is cut *g*
> Increasing the between-turn speed for players is a MAJOR boon. Half the
> people I know didn't like civ3 because all you do is watch workers move
> around. The same is true in freeciv.
I think the same, when watching autogames i don't need to see all moved
units.
> Some methods have been proposed to improve this. However most of these
> have drawbacks. The player needs to get this information, after all,
> and people can only understand incoming data so fast.
>
> - Make auto-settlers take more efficient paths. This would certainly
> improve the problem. But it is hard to do.
It would help, and should be done anyway. But when having 100 workers
you have to wait for them anyway.
> - Animate multiple units at once. But then the player wouldn't be able
> to pay attention to all of them.
That would be another concept. And only possible when only units are
moved which stand near each other.
> - Disable animation selectively. For instance you could not animate
> auto-settlers at all, or not animate allied units, or not animate enemy
> units. IMO this method has the best possibility for success.
I think the same. In most cases i only need the moves from my enemies
which i see, and are near my boarders or attacking forces. I don't need
to see my moves (i know to where i move my units) the moves from my
allies or the moves from units which are seeable because of my exploring
units.
> Server speed does have an impact in some cases, though. One is mapgen.
> Current mapgen programs may take up to 5s (?) to run on popular
> hardware. Future mapgens may take 10x as long but run on faster
> hardware. Most importantly, while mapgen is running the user must wait.
> So optimization here is helpful, although *algorithmic* optimization
> is probably going to be a lot more helpful than constant-factor
> optimization.
>
> Pubserver also needs civserver to be fast, since it runs many civservers
> and no civclients. I suspect this is not an issue now, but if it were
> more heavily trafficked it could become one. Of course we always have
> the option of improving the hardware.
You forgot to name the AI. Some people like to play against many
AI-players and waiting to long between turns isn't funny too.
Thomas
--
Thomas Strub *** eMail ue80@xxxxxxxxxxxxxxxxxxxxx
Reden ist Silber,
Schweigen ist Gold!
- [Freeciv-Dev] Re: (PR#7195) inlining map_pos_to_index, rwetmore@xxxxxxxxxxxx, 2004/01/05
- [Freeciv-Dev] Re: (PR#7195) inlining map_pos_to_index, Per I. Mathisen, 2004/01/05
- [Freeciv-Dev] Re: (PR#7195) inlining map_pos_to_index, Jason Short, 2004/01/05
- [Freeciv-Dev] Re: (PR#7195) inlining map_pos_to_index, imbaczek@xxxxxxxxxxxxxx, 2004/01/05
- [Freeciv-Dev] Re: (PR#7195) inlining map_pos_to_index, Brandon J. Van Every, 2004/01/05
- [Freeciv-Dev] Re: (PR#7195) inlining map_pos_to_index, imbaczek@xxxxxxxxxxxxxx, 2004/01/05
- [Freeciv-Dev] Re: (PR#7195) inlining map_pos_to_index, Raimar Falke, 2004/01/06
- [Freeciv-Dev] Re: (PR#7195) inlining map_pos_to_index, Jason Short, 2004/01/06
- [Freeciv-Dev] Re: (PR#7195) inlining map_pos_to_index,
ue80@xxxxxxxxxxxxxxxxxxxxx <=
- [Freeciv-Dev] Re: (PR#7195) inlining map_pos_to_index, Per I. Mathisen, 2004/01/06
- [Freeciv-Dev] Re: (PR#7195) inlining map_pos_to_index, Raimar Falke, 2004/01/06
- [Freeciv-Dev] Re: (PR#7195) inlining map_pos_to_index, Raimar Falke, 2004/01/08
- [Freeciv-Dev] Re: (PR#7195) inlining map_pos_to_index, rwetmore@xxxxxxxxxxxx, 2004/01/09
- [Freeciv-Dev] Re: (PR#7195) inlining map_pos_to_index, rwetmore@xxxxxxxxxxxx, 2004/01/09
- [Freeciv-Dev] Re: (PR#7195) inlining map_pos_to_index, Jason Short, 2004/01/09
- [Freeciv-Dev] Re: (PR#7195) inlining map_pos_to_index, rwetmore@xxxxxxxxxxxx, 2004/01/14
- [Freeciv-Dev] Re: (PR#7195) inlining map_pos_to_index, Jason Short, 2004/01/15
- [Freeciv-Dev] Re: (PR#7195) inlining map_pos_to_index, rwetmore@xxxxxxxxxxxx, 2004/01/18
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