Potential Preformance Improvement?

Tips, tactics, and general discussion for Evochron Legacy.
matchbox2022
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Potential Preformance Improvement?

Post by matchbox2022 »

I was curious that while the game is ripped apart, what the chances were on having a few opportunities (especially in between jumps when the game is loading)for the game to have more threads so multicore systems might preform better and load faster.

So far, I've found the game very single threaded, which on older hardware is still rather difficult as high clock speeds aren't attained. If it used both my cores more effectively I could see that benefiting a whole lot of low budget rig people, especially on planets and in loading.

I realize that designing something to use parallel processing is not easy at all, but I was curious that if things were apart anyways, if there was an opportunity to do so if it would exist?

Of course, just overclocking the hell out of one cpu core would work too, but if the game is trying to reach an audience where it's very playable on a wide variety of systems then I couldn't see something like this hurting at all unless it took way too much energy / time to do so.

The biggest area would be planets, if any thing could be off loaded to another core, I could see that helping a lot.

Just my thoughts that I spew on here sometimes. :P
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Vice
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Re: Potential Preformance Improvement?

Post by Vice »

Not really feasible, unfortunately, due in large part to the framework and system it is built on (probably wouldn't make much of a difference in those areas anyway, raw CPU/GPU speed being a/the primary factor). The game does already use multi-threading for things like certain audio and multiplayer operations. Tuning and tweaking to improve performance in general is something I tend to try and work on as time/resources permit though anyway.

There have been requests for things like -added- detail and graphics, which would ironically impact performance in the other direction. And since there's still room for adding new graphics/effects while maintaining the current minimum system requirements, that is one direction I have also been working on. So the game being ripped apart has a lot to do with media files, shaders, and related underlying code. I've also been retaining old shaders and detail levels in the game so users with older systems can still return to graphics levels that their system can currently handle at the same level of performance.
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