OK for laptops got a solution

hbarudi · 1871

hbarudi

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on: April 28, 2016, 12:31:51 am
I bought for myself an ASUS ROG 17" with those specs:
Intel 6700HQ quad core 2.6ghz for every core turbo boost 3.5ghz for all 4 cores
16GB ddr4 ram
4 usb3 ports
1 usbc port
Full HD for the screen
1TB 7200 rpm hard drive
all for only $1360 really good laptop for the specs available on amazon.

and kept the previous laptop also.
Can easily run apps such as unity and adobe and so on, but for some reason cw3 still lags on maps with a lot of CRPL like pac, sleeper, or anything with a lot of CRPL units involved. Would like to check whether or not cw3 and the new game is using only one core or is it supporting multicore?



GoodMorning

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Reply #1 on: April 28, 2016, 12:53:46 am
The issue is that CRPL is a scripting language, trying to run at many frames/sec.
I have a less powerful machine that only occasionally gets lag, even facing a 4x speed mature Sleeper setup.

A narrative is a lightly-marked path to another reality.


J

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Reply #2 on: April 28, 2016, 06:20:24 am
CW3 runs at one core (at least for the gameplay, not sure how the graphics are implemented) to ensure the game runs exactly the same on all computers and all (legit) highscores can be reached on any computer.


GoodMorning

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Reply #3 on: April 28, 2016, 07:36:27 am
Is that the frame rate limiting?

A narrative is a lightly-marked path to another reality.


Grayzzur

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Reply #4 on: April 28, 2016, 09:27:03 am
CW3 does a set amount of work each frame (or 'tick') of the game clock. It flows the creeper, handles projectiles, moves units, runs all the CRPL cores, and draws the frame. If your computer can do that in less than 1/30th of a second, great. If not, the engine is not going to skip anything and the game will slow down, as all that stuff still has to happen every tick. CRPL intensive maps give the CPU a lot to do each tick, and slower machines can't get it all done.

For crazy maps, my computer even slows down, and it's a desktop i5 that runs 3.4Ghz before the turbo kicks in.

Most games these days are still written for single-core operation. Multi-core requires the program or game be developed with that in mind, and it can greatly increase the complexity of the code and difficulty of fixing bugs. Things will start going that way in the future though, as we've kind of stalled out on how fast a single core can be. (My desktop CPU is over 3 years old, and is still relevant and at the same tier of performance -- for games -- as a brand new i7.)

"Fate. It protects fools, little children, and ships named 'Enterprise.'" -William T. Riker


GoodMorning

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Reply #5 on: April 28, 2016, 04:48:43 pm
I agree. I have one running ~ 2.x GHz, and CW3 is lag-free 99% of the time. The only killer for me is the graphics on high-Creeper maps, due to all the projectiles.

A narrative is a lightly-marked path to another reality.