Work/school zergswarms and game performance

<< < (4/11) > >>

JBoat:
I've been working with the routing algorithm and rabbit hole issues for the last 3-4 days, and may have found a solution (when combined with the latest force-to-work/school code).  The problem comes with the constant pushing and avoidance code that tries to stuff X sims into 1 rabbit hole at a time.

The last test I did (*without* the force code) had a 95% success rate in getting 13 sims into 1 hole over 20 tests, when all were delivered to the lot within the same ten sim-minutes (ten RL seconds).  I plan on doing some tests with the new force code (after I read up on it to see precisely what it does), and hopefully it will allow us to get a 100% success rate without the CPU-bashing, and within an acceptable time limit.

Buzzler:
Quote from: twallan on 2009 August 01, 19:13:12

This sounds like the lag issue I was encountering.  If you still have the town, perhaps you could use my "NRaas Standalone CarLimo Cleaner" object to see whether there is a large number of global objects piling up in the background.
I just used it to check the town I had to scrap lately because it ran so awfully laggy (No difference between speeds 1 and 3 on a C2Q @3.8GHz!) and you're right on the spot: 1052 stuck limos. Flushing them did the trick, runs like a charm again. Additionally there are 148 Objects.Vehicles.CarBusSchool (at 4 a.m.), should be safe to delete them as well, right?

Thank you very much, this is a big relief cause the town I'm playing now has begun to slow down as well... so while you can just keep your shoes on, because I find just the imagination of kissing your feet repulsive, I am willing to bow down before you. ;)

twallan:
Quote from: Buzzler on 2009 August 01, 19:53:47

I just used it to check the town I had to scrap lately because it ran so awfully laggy (No difference between speeds 1 and 3 on a C2Q @3.8GHz!) and you're right on the spot: 1052 stuck limos. Flushing them did the trick, runs like a charm again. Additionally there are 148 Objects.Vehicles.CarBusSchool (at 4 a.m.), should be safe to delete them as well, right?

Thank you very much, this is a big relief cause the town I'm playing now has begun to slow down as well... so while you can just keep your shoes on, because I find just the imagination of kissing your feet repulsive, I am willing to bow down before you. ;)


Yes I delete the CarBusSchool objects as well...  I believe they are suffering from the exact same error as the CarLimo.

Make certain however that none are currently in use.  Preferably flush them at night.  I have code in place to stop inhabited vehicles from being crushed, but one can never be too safe with our children. :)

You can delete them both at the same time by flushing "CarLimo,CarBusSchool" (no quotes).  The operation takes comma delimited lists.

Good Day. :)

varmint:
So, yeah. Turns out that having a metric assload of ghost vehicle objects littering your town can make your game performance suffer. I just flushed over 1000 of the things and the difference is amazing. Thanks, twallan.

I do still think that there are some issues to be ironed out with squeezing sims into and out of their rabbitholes - I think it's related to the vehicle issue since those are the times of day when all the car objects are firing up, but the solution is probably a separate one. Thanks to JBoat for looking at that.

Stopping now before I get a reputation for asskissery.

cassblonde:
I suppose if I need more detailed directions on how to flush I am too un-awesome to use it?

I do like to keep a tidy game ...

Navigation

[0] Message Index

[#] Next page

[*] Previous page