Page 1 of 1

MP Lag

Posted: Sun Nov 10, 2013 4:33 am
by 2ndAcr
I have seen a ton of reasons and causes, but we are trying to hunt one down.

We got hit earlier today with serious lag during a game. Now granted this was a mega battle with about 120,000 soldiers on the field, but we got clobbered hard. Now I know we had everything turned up pretty full, all vegetation, and stuff. But thing is we played this same scenario the other day with 3 of us, 3 of the 5 that tried today, and it ran smooth as silk. This sandbox scenario has a ton of arty in it also, was a hunt them down, so both armies marching at same time etc.

I was trying to find out if there was a way to tell who is maybe causing the lag and such. I know I saw a post about a debug that could tell us who's machine was dragging us down. If there is one.

Also had a friend try the demo and he said it was laggy as heck, how can the demo cause lag, I never played it, but I heard it was 1 brigade on each side set on Kansas map. His rig runs GTA4 at 68fps.

Love the game, and are just trying to hunt down the issue so we can resolve it. Any ideas appreciated, our next is to turn down some stuff and go to 10 sprite count from zero on the MP settings screen.

Also, I looked in the SOWGB file in the work folder, it said under loading GUI a ton of the following:

10:00:00 ERROR - Can't load sound SFX_BU_HALT
10:00:00 ERROR - Can't load sound SFX_BU_DOUBLEQUICK

Every sound was listed, yet we had sound the whole game.

Re: MP Lag

Posted: Sun Nov 10, 2013 10:29 am
by 2ndAcr
Dialed everything back some, set sprites to 10 to 1, and we had not a moment of lag in that monster scenario we played in sandbox. Granted we was the main 3 that play all the time and not the 5, but it is a start.

Still curious about the last part of my previous post though.

Re: MP Lag

Posted: Sun Nov 10, 2013 10:23 pm
by Jim
Try adding these lines to your sowgb.ini file which is found in the /work directory.

[Debug]
DbgLvl=2
;aicount=80

The first line will give you a bigger top left display and will show among other things the FPS of your system at that moment. We have cross-checked this with FRAPS and it is accurate. Change the value to DbgLvl=0 to restore the normal display. The MP always syncs to the slowest system so this will tell you that.

For very large games you can try removing the semicolon from the second line and trying different numbers. This is a value that affects how many units the AI checks per cycle. This will help if you have problems with opposing units not 'seeing' each other. This can be a problem with big OOBs with a lot of smaller regiments.

The BU_* files are bugle calls for movement orders. Not sure why you would be getting error messages here.

-Jim