Work/school zergswarms and game performance
Silverdrake:
I have three households that I actively play, although I blessed about 10 before the rapture, and unblessed seven of those post-Rapture. It's going to be a problem when my sim has grandchildren, because I micromanage my favorite sims. The game has been much, much better since I cleaned up the EAxis households. I love Rapture, but I wish we had a guillotine in the park - it'd be more fun!
It's possible that my main family has accumulated so much stuff, books, points, skills, etc., that it could make a difference in game performance.
Process Denied:
I took a screenshot at 1:11 pm and I had 23 students still at the door. Needless to say, they didn't all get in. I take control of the child that is causing the traffic jam and tell them to move,but it takes 3 hours their time for the child to move. They are stuck. There are days that are better than others. Last knight, my Simmette didn't get out of school till 7:30pm. So it also goes both ways.
Buzzler:
Quote from: Silverdrake on 2009 August 04, 15:35:27
It's possible that my main family has accumulated so much stuff, books, points, skills, etc., that it could make a difference in game performance.
Is that an assumption or did you find any clues that stuff, points, skills, etc. have an impact on game perfomance? I'm curious on what is affecting game perfomance for real and (stuck limos out of the picture thanks to twallan) right now it seems to me that game perfomance just degrades in time for no particular reason. Even if I save my families and all the "dummy"-families I just created to prevent the gerartric extinction of my hood and place them in a new hood (without killing off the default families!) there's no noticeable perfomance difference to an unaltered default hood.
Only one thing's for sure: The overall perfomance is badly affecting the pathfinding. I don't know the code but it seems obvious to me that the pathfinding is somehow turn-based and the lower the game perfomance the longer these turns are getting...
pbox:
When you say "game perfomance just degrades in time", what exactly do you mean by "time" -- time that has passed in-game, or real time?
I noticed yesterday that my sims were abnormally slow when "taking their turns", and since the game had been running for rather a long time (several hours realtime, some of it paused) I tried simply restarting -- and that seemed to actually help; upon restart, in the same household, same situation, they suddenly started to move on.
I'm still on 1.2.7, with an old Awesome, so YMMV. Pathfinding has always been painful in my game (both 1.2.7. and pre-patch), not so much because of the slowness alone but because of the sheer idiocy of it .. a sim standing right next to the fridge will wait half an hour for another sim to hike all across the lot just because that sim is "first in line" to use the fridge. This isn't affected by restarting of course, but the time it takes to actually make the decision to walk to the fridge was noticeably shorter after restarting.
Buzzler:
Quote from: pbox on 2009 August 04, 17:20:03
When you say "game perfomance just degrades in time", what exactly do you mean by "time" -- time that has passed in-game, or real time?
I meant in-game time. I encountered slow downs after hours of real time (and switching out of the game and back numerous times) which didn't show up again after saving and restarting but this is not happening consistently.
Actually pathfinding is working out acceptable for me most of the times, but I lowered DynamicAvoidance and installed Pescados XML-hack (both seem to improve the situation at least a little) and my CPU is pretty fast...
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