Performance Issues in later game
Moderators: Pandora Moderators, Slitherine Core
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- Lance Corporal - Panzer IA
- Posts: 10
- Joined: Mon Aug 05, 2013 3:54 pm
Performance Issues in later game
Hi all,
with my Mac I always get performance issues in the later game.
Every turn takes longer and longer.
It starts instantly without warning.
The most time, when I research in the third age (golden techs).
System:
Macbook Air
MacOs 10.9.2
1,7Ghs i5
4 GB Ram
Game 1.2.0
It is independant from the number of KI or map size. So i think it is a game-mechanics problem.
Do you have the same issue?
Thank you very much
best regards
Thebitlocker
with my Mac I always get performance issues in the later game.
Every turn takes longer and longer.
It starts instantly without warning.
The most time, when I research in the third age (golden techs).
System:
Macbook Air
MacOs 10.9.2
1,7Ghs i5
4 GB Ram
Game 1.2.0
It is independant from the number of KI or map size. So i think it is a game-mechanics problem.
Do you have the same issue?
Thank you very much
best regards
Thebitlocker
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- Private First Class - Opel Blitz
- Posts: 2
- Joined: Sat Jun 07, 2014 1:23 pm
Re: Performance Issues in later game
word
Last edited by icarus7234 on Fri Jul 31, 2020 1:58 am, edited 1 time in total.
Re: Performance Issues in later game
Just adding my support. I, too, am suffering severe performance issues during the endgame. I have systems that support extremely large and complex Civ5 games at the highest settings for graphics without pausing, so it appears to be a Pandora issue.
I was hoping for a way to disable animations so the hit wasn't so obvious. Or, at least disable the animations for all the troop movement, since the camera doesn't track them anyway.
Thanks,
Phil.
I was hoping for a way to disable animations so the hit wasn't so obvious. Or, at least disable the animations for all the troop movement, since the camera doesn't track them anyway.
Thanks,
Phil.
Re: Performance Issues in later game
Hi guys, could you please post save games in which things run really slow for you?
Lorenz Ruhmann
Proxy Studios
Proxy Studios
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- Private First Class - Opel Blitz
- Posts: 2
- Joined: Sat Jun 07, 2014 1:23 pm
Re: Performance Issues in later game
word
Last edited by icarus7234 on Fri Jul 31, 2020 1:58 am, edited 1 time in total.
Re: Performance Issues in later game
world size: medium, world shape: archipelago, alien agression: very low, pace: standard, players: 6, turn 396.
it is going very slow. so slow that i dont want to research anymore cause i think i might break the game somehow. which is a bad thing.
specs: i7-3820 3,6 ghz (3,8 ghz turbo), 16gb 1866mhz, asus radeon hd 7970 3gb.
wouldnt let me post savegame cause the file was too big.
it is going very slow. so slow that i dont want to research anymore cause i think i might break the game somehow. which is a bad thing.
specs: i7-3820 3,6 ghz (3,8 ghz turbo), 16gb 1866mhz, asus radeon hd 7970 3gb.
wouldnt let me post savegame cause the file was too big.
Re: Performance Issues in later game
In that case please email your saves to pandora@proxy-studios.com.
Lorenz Ruhmann
Proxy Studios
Proxy Studios
Re: Performance Issues in later game
ok, i've emailed it. should be labeled : save game late game laggy
Re: Performance Issues in later game
have you looked at the save game?
Re: Performance Issues in later game
Hello m0nk3n,
Yes I have, turns finish for me in 2 - 3 seconds. What are your hardware specs? Also, do you per chance have a log file of one of the laggy games? Since we time stamp with seconds we might see what takes so long.
Yes I have, turns finish for me in 2 - 3 seconds. What are your hardware specs? Also, do you per chance have a log file of one of the laggy games? Since we time stamp with seconds we might see what takes so long.
Lorenz Ruhmann
Proxy Studios
Proxy Studios
Re: Performance Issues in later game
here is the log files
- Attachments
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Logs.rar
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Re: Performance Issues in later game
does anyone took a look at this yet?
Re: Performance Issues in later game
Thanks! According to the log file turn processing takes under a second, what's your framerate (can be displayed via Alt+F1)?
Lorenz Ruhmann
Proxy Studios
Proxy Studios
Re: Performance Issues in later game
it's around 72 when im not triggering next turn and when i do it drops to 12
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- Site Admin
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Re: Performance Issues in later game
You might also want to check the memory use using Acivity Monitor during the game. It may be that the turn is completing quickly, but that there is then virtual memory that is having to be managed back into main RAM afterwards?
Cheers
Pip
Cheers
Pip
follow me on Twitter here
Re: Performance Issues in later game
Hi Pip,
I think that posted logfile is misleading. I experience the issue as well, allthough I haven't found it that annoying.
From one of my own games:
[2014-Jul-02 21:47:31] Processing turn 384 ...
[2014-Jul-02 21:47:31] Processing AI (pre-pass) ...
[2014-Jul-02 21:47:31] ResearchAgent::process Bugs: 0 ms
[2014-Jul-02 21:47:31] ResearchAgent::process Giants: 0 ms
[2014-Jul-02 21:47:31] ResearchAgent::process Flyers: 0 ms
[2014-Jul-02 21:47:31] ResearchAgent::process Leviathans: 0 ms
[2014-Jul-02 21:47:31] ResearchAgent::process Aspidochs: 0 ms
[2014-Jul-02 21:47:31] ResearchAgent::process Sharks: 0 ms
[2014-Jul-02 21:47:31] ResearchAgent::process Invaders: 0 ms
[2014-Jul-02 21:47:31] ResearchAgent::process QueenFlyers: 0 ms
[2014-Jul-02 21:47:31] ResearchAgent::process Scientific: 9 ms
[2014-Jul-02 21:47:32] ResearchAgent::process Economic: 16 ms
[2014-Jul-02 21:47:32] AI (pre-pass) processed.
invasion remaining turns: 0
[2014-Jul-02 21:47:33] Processing AI (post-pass) ...
[2014-Jul-02 21:47:33] AI (post-pass) processed.
[2014-Jul-02 21:47:33] Turn 384 processed.
[2014-Jul-02 21:47:33] Event: BuildingProductionComplete.
[2014-Jul-02 21:47:34] Event: UnitProductionComplete.
[2014-Jul-02 21:47:34] Event: BuildingProductionComplete.
[2014-Jul-02 21:47:34] Event: CityGrown.
[2014-Jul-02 21:47:34] Event: CityGrown.
[2014-Jul-02 21:47:34] Event: BuildingProductionComplete.
[2014-Jul-02 21:47:34] Event: CityGrown.
[2014-Jul-02 21:47:34] Event: BuildingProductionComplete.
[2014-Jul-02 21:47:34] Event: CityGrown.
[2014-Jul-02 21:47:34] Event: BuildingProductionComplete.
[2014-Jul-02 21:47:34] Event: CityGrown.
[2014-Jul-02 21:47:34] Event: CityGrown.
[2014-Jul-02 21:47:34] Event: BuildingProductionComplete.
[2014-Jul-02 21:47:34] Event: CityGrown.
[2014-Jul-02 21:47:34] Event: CityGrown.
[2014-Jul-02 21:47:34] Event: CityGrown.
[2014-Jul-02 21:47:34] Event: BuildingProductionComplete.
[2014-Jul-02 21:47:34] Event: CityGrown.
[2014-Jul-02 21:47:34] Event: CityGrown.
[2014-Jul-02 21:47:34] Event: BuildingProductionComplete.
[2014-Jul-02 21:47:54] Event: EnemyDetected.
[2014-Jul-02 21:47:55] Saving game ...
[2014-Jul-02 21:47:55] Game saved (465 kB).
You might conclude the turn processing took only 2 seconds, but it is only when the "Game saved" message is printed that the next round start and you can continue playing. As you can see there is 22 seconds between the "turn 384 processed" message and the "Game saved" message. I believe it is this 22 seconds that annoys people. Disk activity or memory pressure can be ruled out as a cause... my system has 8GB of memory, about 5GB unused. CPU is an i5-3210M CPU @ 2.50GHz, should be more than plenty, if you think this is still too low I'll redo the experiment on my desktop monster with 32GB RAM and a Xeon E5-2670 CPU
. No disk activity observed.
While running the game in a window, I have run a "perf top" during this 22 second period and created a screenshot:
Highest cpu consumer is a memcpy routine, then an unnamed function in the Nvidia OpenGL library. 3rd is a function called matchesUnit in the Pandora binary itself.
Looking at these percentages, perhaps that matchesUnit can be looked at, but I don't think there is a big issue with game code being inefficient. My impression is that the game is waiting on something... like data to come in or so. But here I can only speculate as I have no knowledge about the game internals.
If you want to have the savegame file, let me know.
I think that posted logfile is misleading. I experience the issue as well, allthough I haven't found it that annoying.
From one of my own games:
[2014-Jul-02 21:47:31] Processing turn 384 ...
[2014-Jul-02 21:47:31] Processing AI (pre-pass) ...
[2014-Jul-02 21:47:31] ResearchAgent::process Bugs: 0 ms
[2014-Jul-02 21:47:31] ResearchAgent::process Giants: 0 ms
[2014-Jul-02 21:47:31] ResearchAgent::process Flyers: 0 ms
[2014-Jul-02 21:47:31] ResearchAgent::process Leviathans: 0 ms
[2014-Jul-02 21:47:31] ResearchAgent::process Aspidochs: 0 ms
[2014-Jul-02 21:47:31] ResearchAgent::process Sharks: 0 ms
[2014-Jul-02 21:47:31] ResearchAgent::process Invaders: 0 ms
[2014-Jul-02 21:47:31] ResearchAgent::process QueenFlyers: 0 ms
[2014-Jul-02 21:47:31] ResearchAgent::process Scientific: 9 ms
[2014-Jul-02 21:47:32] ResearchAgent::process Economic: 16 ms
[2014-Jul-02 21:47:32] AI (pre-pass) processed.
invasion remaining turns: 0
[2014-Jul-02 21:47:33] Processing AI (post-pass) ...
[2014-Jul-02 21:47:33] AI (post-pass) processed.
[2014-Jul-02 21:47:33] Turn 384 processed.
[2014-Jul-02 21:47:33] Event: BuildingProductionComplete.
[2014-Jul-02 21:47:34] Event: UnitProductionComplete.
[2014-Jul-02 21:47:34] Event: BuildingProductionComplete.
[2014-Jul-02 21:47:34] Event: CityGrown.
[2014-Jul-02 21:47:34] Event: CityGrown.
[2014-Jul-02 21:47:34] Event: BuildingProductionComplete.
[2014-Jul-02 21:47:34] Event: CityGrown.
[2014-Jul-02 21:47:34] Event: BuildingProductionComplete.
[2014-Jul-02 21:47:34] Event: CityGrown.
[2014-Jul-02 21:47:34] Event: BuildingProductionComplete.
[2014-Jul-02 21:47:34] Event: CityGrown.
[2014-Jul-02 21:47:34] Event: CityGrown.
[2014-Jul-02 21:47:34] Event: BuildingProductionComplete.
[2014-Jul-02 21:47:34] Event: CityGrown.
[2014-Jul-02 21:47:34] Event: CityGrown.
[2014-Jul-02 21:47:34] Event: CityGrown.
[2014-Jul-02 21:47:34] Event: BuildingProductionComplete.
[2014-Jul-02 21:47:34] Event: CityGrown.
[2014-Jul-02 21:47:34] Event: CityGrown.
[2014-Jul-02 21:47:34] Event: BuildingProductionComplete.
[2014-Jul-02 21:47:54] Event: EnemyDetected.
[2014-Jul-02 21:47:55] Saving game ...
[2014-Jul-02 21:47:55] Game saved (465 kB).
You might conclude the turn processing took only 2 seconds, but it is only when the "Game saved" message is printed that the next round start and you can continue playing. As you can see there is 22 seconds between the "turn 384 processed" message and the "Game saved" message. I believe it is this 22 seconds that annoys people. Disk activity or memory pressure can be ruled out as a cause... my system has 8GB of memory, about 5GB unused. CPU is an i5-3210M CPU @ 2.50GHz, should be more than plenty, if you think this is still too low I'll redo the experiment on my desktop monster with 32GB RAM and a Xeon E5-2670 CPU

While running the game in a window, I have run a "perf top" during this 22 second period and created a screenshot:
Highest cpu consumer is a memcpy routine, then an unnamed function in the Nvidia OpenGL library. 3rd is a function called matchesUnit in the Pandora binary itself.
Looking at these percentages, perhaps that matchesUnit can be looked at, but I don't think there is a big issue with game code being inefficient. My impression is that the game is waiting on something... like data to come in or so. But here I can only speculate as I have no knowledge about the game internals.
If you want to have the savegame file, let me know.
Re: Performance Issues in later game
couldnt be my system. have an i-7 3820 and 16gb ram and a 3gb graphics card. and at one point the game just hang on next turn waiting for some movement on next turn. i had to close the game and start it again to make it move.
let me clarify for what i think... the game is waiting to write the movement for all the other factions. for instance when i was doing 1 v 1 there was no problem moving right after i clicked next turn it went in an instant. and thats where the memory consumption is being taken from. all the other factions movement.
as long as the enemy/allies factions are keeping the unit count within a certain size or number the rendering should be fine.
let me clarify for what i think... the game is waiting to write the movement for all the other factions. for instance when i was doing 1 v 1 there was no problem moving right after i clicked next turn it went in an instant. and thats where the memory consumption is being taken from. all the other factions movement.
as long as the enemy/allies factions are keeping the unit count within a certain size or number the rendering should be fine.
Re: Performance Issues in later game
Hi dmantione, thank you, in the log m0nk3n posted there is no delay for the 'Game saved.'. Could you please send your save to pandora@proxy-studios.com.
Lorenz Ruhmann
Proxy Studios
Proxy Studios
Re: Performance Issues in later game
Save game has been sent.
Re: Performance Issues in later game
Alright, there should be some noticeable improvements with the next beta update. The server now waits for clients to finish turn processing before moving on to the execution of unit and operation orders.
Lorenz Ruhmann
Proxy Studios
Proxy Studios