req: Multithreading – performance issu large map – Train Fever /forums/topic/req-multithreading-performance-issu-large-map/feed/ Wed, 30 Apr 2025 12:20:09 +0000 https://bbpress.org/?v=2.6.13 en-US /forums/topic/req-multithreading-performance-issu-large-map/#post-11332 <![CDATA[req: Multithreading – performance issu large map]]> /forums/topic/req-multithreading-performance-issu-large-map/#post-11332 Fri, 10 Oct 2014 09:12:31 +0000 kockopes game needs completely new multithreading rewrite of core

there were massive freezing every new month, since last updated it comes sometimes about 17th, but still, game is almost unusable related perhaps to traffic jams in cities or just big cities expanding and recalculating routes in same time in same cpu core…

same performance issue can be reproduced while building, buldozering, after each operation game freeze for seconds (up to 30s) so even if game is paused, slow recalculating after each change in infrastructure (roads/trains) making game totaly unusable

i have i4790 with 16G ram. (win/linux/mac – same performance issue) and only one core is in use, thats cleary first step what you should do – multithreading

 

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/forums/topic/req-multithreading-performance-issu-large-map/#post-11348 <![CDATA[Reply To: req: Multithreading – performance issu large map]]> /forums/topic/req-multithreading-performance-issu-large-map/#post-11348 Fri, 10 Oct 2014 12:01:33 +0000 Enzojz Multithreading is not an easy thing, because you need writing lock to prevent data loss.

However, compress save file can be perfectly done in another thread.

Perhaps a better solution is change the algorithm I think the dev can use some quick estimation to take the place of too exact 20min rule. If not, even with BFS it can eat up resource of computing very quickly.

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/forums/topic/req-multithreading-performance-issu-large-map/#post-11350 <![CDATA[Reply To: req: Multithreading – performance issu large map]]> /forums/topic/req-multithreading-performance-issu-large-map/#post-11350 Fri, 10 Oct 2014 12:15:19 +0000 kockopes i know it not ‘easy’ but we have 21. century…. multicore cpu are everywhere even in mobile and as i developing for ios/wp/vb… threading is basicaly required just becouse speed of results. so game like this 100% needs to use all cpu power.

 

btw. i hope that Train Fever will be best game ever soon 🙂

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/forums/topic/req-multithreading-performance-issu-large-map/#post-11361 <![CDATA[Reply To: req: Multithreading – performance issu large map]]> /forums/topic/req-multithreading-performance-issu-large-map/#post-11361 Fri, 10 Oct 2014 13:21:20 +0000 gGeorg Multihreading a single task is not as easy, make task pathing for one vehicle to work in multiple threads is pain. How ever, complex simulation program like this another thing. There are few easyily separated tasks, who could share one data cube. each task could go his own way than send results to the cube. Separated proceses dont need to wait each other or know the status of another task. For example – taks pathing of your vehicles, pathing of people,  task simulation grow of cityes, task user interface, and so on so forth. These are pretty independent. Could be programed like separate modules and run in separate threads.

 

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/forums/topic/req-multithreading-performance-issu-large-map/#post-11370 <![CDATA[Reply To: req: Multithreading – performance issu large map]]> /forums/topic/req-multithreading-performance-issu-large-map/#post-11370 Fri, 10 Oct 2014 16:38:17 +0000 bencze “cleary first step what you should do”

i love the confidence 😉

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/forums/topic/req-multithreading-performance-issu-large-map/#post-11402 <![CDATA[Reply To: req: Multithreading – performance issu large map]]> /forums/topic/req-multithreading-performance-issu-large-map/#post-11402 Fri, 10 Oct 2014 23:54:37 +0000 bv “cleary first step what you should do”

i love the confidence ;)

Certainly – but he is right. I wrote threadsafe programs over 20 years ago, and it has not become more difficult since then. I suppose the main problem is limitations in game engines, which seem to have been hobbled by console hardware.

If you write today, you’d better be able to make use of 16 cores and 64GB RAM, because tomorrow some of your users will have that.

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/forums/topic/req-multithreading-performance-issu-large-map/#post-11504 <![CDATA[Reply To: req: Multithreading – performance issu large map]]> /forums/topic/req-multithreading-performance-issu-large-map/#post-11504 Sun, 12 Oct 2014 21:36:13 +0000 mikas24 I can only agree that in face of perfomance issues, we have to consider using extra available hardware. One way or the other, they have to improve the code.
I wonder, if a faster graphic card will help. I have an aging HD 6950.
I doubt it, because I have no trouble moving around, zooming in and out even with big maps at 1900×1080 …the trouble is when we reach the XXI century an the cities begin to grow in population.

Michael

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/forums/topic/req-multithreading-performance-issu-large-map/#post-11702 <![CDATA[Reply To: req: Multithreading – performance issu large map]]> /forums/topic/req-multithreading-performance-issu-large-map/#post-11702 Tue, 14 Oct 2014 20:22:06 +0000 Cornughon A faster graphics card doesn’t really help at all. I have an R9 290X and it still blows late game. I don’t know if nVidia users have better luck, some say nVidia has better OpenGL drivers but I think it doesn’t really matter in this case.

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/forums/topic/req-multithreading-performance-issu-large-map/#post-11704 <![CDATA[Reply To: req: Multithreading – performance issu large map]]> /forums/topic/req-multithreading-performance-issu-large-map/#post-11704 Tue, 14 Oct 2014 21:18:35 +0000 PaladinSMD I have an GTX 680 and every first (or last) of the month when the maintenance cost are calculated i get a short freeze so better card is not solution. Also every year that the game safes is an pain in the *ss even when installed on an SSD.

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/forums/topic/req-multithreading-performance-issu-large-map/#post-15464 <![CDATA[Reply To: req: Multithreading – performance issu large map]]> /forums/topic/req-multithreading-performance-issu-large-map/#post-15464 Thu, 01 Jan 2015 13:02:17 +0000 Blokker_1999 The problem is still around 🙁 . I’ve made it to the year 2055 and have been able to create a nice and profitable map. But for the last decade the performance has simply dropped significantly to a level where the game on that map has become unplayable. While i know i have a high resolution and an aging graphics card, the performance up to early 21st century is actually pretty good.

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