Work/school zergswarms and game performance
Silverdrake:
Quote from: Buzzler on 2009 August 04, 16:04:27
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
I'm afraid it's just a guess. Post-patch, I had the terrible slow-downs and zergswarms. However, after flushing the carlimos, adjusting dynamic avoidance, deleting half the families, and the latest awesomemod, I no longer have the school swarms, and my sims are managing to get to work. They still do this very odd freeze before stairs, the door, etc, which they were not doing pre-patch.
I have an older pc - planning to upgrade everything this year. I've been playing this town for a long time, although I'm now using a copy I made after fiddling with Neighborhood Workshop a few days ago.
Swiftgold:
I've definitely noticed performance degrading if I play for a long time. In the worst case I've had Indiemod completely quit in the middle of my playing and revert to EAxis storymode, which one time I only noticed when I realized one of my playable families had suddenly moved out of town despite that being turned off both in Indie and Awesomemod. Now I make sure to save a lot and when I see the storymode notifications reverting from the Indie verbose notifications (and when I see teens getting jobs and elders retiring, neither of which happen with Indie in my game), I make sure to restart without saving :P
chaos:
TS3 suffers from a wicked memory leak. I have a high-end gaming computer, and after 3-4 hours of play, I begin to notice short bursts of random lagging. After 5-6 hours of play, the game gets annoyingly slow at odd times, for no apparent reason (not the usual 1 AM storymode lag). This is despite having trained myself to automatically save the game each sim-day at around 2 AM. I have storymode notifications enabled, and use them as a reminder to save. The mind boggles as to why EA didn't fix the memory leak with the latest patch, but I've given up trying to fathom why they do, or don't do, certain things that are obvious and would seem to make sense.
Tangie:
I installed the new patch and newest AM on Monday, and the update went fine (all that worrying for nothing!). However, I am also experiencing the terrible lag now. I first played my newest saved game with just one male sim and I noticed some slowness and choppiness, but it really got ridiculous when I played another older saved game with a bigger family. I, too, have found the lag to get worse the longer the game is played; it is so bad that it makes the game nearly unplayable. It takes hours and hours for a sim to feed and change a toddler although the motives are not subject to the slowness, so the kids continue to cry and starve while the idiotic sim parent just stands there holding the crying kid until s/he decides to do something about it. Like others have said, the clock will also skip many minutes at a time. My sims and kids keep missing work/school because it takes about 4 sim hours for them to pee, shower, eat cereal, and walk/run-FREEZE-walk/run-FREEZE-walk/run-FREEZE to the bus/carpool in the mornings. Gah!
Needless to say, this is not enjoyable.
I wasn't sure when/if AM was cleaning out car/limos since I wasn't noticing any improvement in performance while playing, so I downloaded the standalone but it listed no derelict cars so I assume AM did it's job, it just didn't improve performance much for me. I play on what is basically a low-end laptop and this was a fambly of 6, two adults, two kids, two toddlers. I realize these are two big issues and are part of the problem, but the bottom line is that the slowness wasn't much of an issue until I updated to the newest patch and AM, soooo...Coincidence? If anyone has any other ideas to share on what I can try to fix the gawdawful time warp I would appreciate it. I guess I could try nuking half my town and see if that makes any improvements, but I am wondering if all the pushing to get all the sims in the neighborhood to actually DO things is what's making my system slow to a crawl? Or is this just a common problem with older 'hoods?
varmint:
Tangie, have you tried the 'towderelicts' console command in the newest builds of AM? I find it hard to believe that you had no cars to clean up in an old neighborhood, the experience of others in that situation was a huge pileup of vehicle objects. And cleaning them up is the main thing that improved my performance. If you're still getting clock stutters and the vehicles really are cleaned up, then I would guess that yes, it's just the size of your neighborhood and your computer can't handle all of it.
On another note, does anyone know what it is that controls whether the 'hour til carpool' alarm goes off? Because I've noticed that in the case of the school bus, this alarm matters a lot. Basically, if I see it go off in the household I'm playing, all the school-aged kids in my neighborhood will end up getting pushed to school. Often, however, it doesn't fire. The bus still arrives and the kids I'm actively playing get to school, but when I check the neighborhood, none of the other kids have bothered to go that day. And whether the hour warning goes off or not seems completely random. I've saved a game at 4 in the sim-morning and run it over and over and over to check the alarms, and half the time it goes off, half the time it doesn't, even if I perform the same sequence of actions on the same clock speed. Weird.
I guess I might just have to make the leap to SC so I can get my control freak on with these damn kids since it's probably better than obsessing over whether or not the warning alarm has fired and whether I want to bother to hop around and force some kids to school if it hasn't.
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