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What settings directly affect simulation rate? (The "Slow motion" issue)


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Posted (edited)

There's currently some players, including me, who experience some kind of bullet-time effect over areas with a large amount of units. This slowness does not seem to be affected by FPS, as I could be maintaining a good 50-60 FPS while the game seems to be moving around much slower. 

 

Campaign density settings seem to have little effect over this, so I was wondering what other settings might be a good place to start tweaking to at least remedy this issue? 

Edited by MarderIV
Posted

Don't know, but in the SP campaign, I'm getting it too. I'll try some different settings to see if anything works.

 

=EXPEND=Tripwire
Posted

Game slowdown used to occur when I had an older CPU that wasn't overclocked. Number of units affected it primarily and I think the new campaign difficulty option might adjust the number of airborne planes you face? From reading other comments on this slowdown, Essentially your PC cant perform enough simulations per second therefore the game slows down time to allow them to be processed.

 

 

  • Upvote 1
Posted

Yes, I tried a career with 'scattered' ground forces, and didn't get any slow down. It may be a one off though.

Posted
6 hours ago, =EXPEND=Tripwire said:

PC cant perform enough simulations per second therefore the game slows down time to allow them to be processed

 

Yeah I was thinking that too. But on the other hand pre-3.001 this occurred very rarely and only for short periods of time with PWCG in it's own high density settings. But back then what seemed to have a tremendous impact on whether or not the simulation rate slows down was ground units. In Version 2.x these slow-downs occur at very high ground unit amounts, which I suspect seems to be the case here as well. 

 

4 hours ago, 71st_AH_Barnacles said:

Yes, I tried a career with 'scattered' ground forces, and didn't get any slow down

7 hours ago, =EXPEND=Tripwire said:

campaign difficulty option might adjust the number of airborne planes you face?

 

I've played on scattered ground forces as well. While slow-downs seemed to have improved, certain mission types over Kuban where ground-attack units are present seem to have a negating effect over the scattered setting, whereas ground-cover or bomber intercept (where there are no less than 15 or 20 planes in the air) had better performance and had the most impact over ground unit compositions. I don't quite know what to make of it. 

 

 

 

 

Posted

But pre-3001 this was not the case, look this bug report

i also belive its CPU related, all thouse slow downs when more units come in players 10km bubble

Posted (edited)
1 hour ago, 77.CountZero said:

look this bug report

 

I've seen this before. I saw multiplayer but I didn't think to make the connection to single-player. Am I reading this right that the instanced units themselves are causing the CPU load to shoot up and not just the number of units within the player bubble? If so then that doesn't bode well for any of the front-line density options if individual units are eating up more resources than it used to. 

 

I can't see any other fixes or tweaks we could do on our end if this is the case. 

 

Edit: In either case, I'm just thinking my player avatar Johan von Eschenbach is a secret Luftwaffe ubermensch able to slow down time under combat stress. Considering he's responsible for 70% of his squadron's air victories, that's not far off :P 

Edited by MarderIV
Posted

Hes talking about AI impact, so it effects SP then when you have some normal or low number (in this game thats caled big number) of AI.

I would start to reduce resolution and see on what you can have good expiriance, smaller resolution will help with CPU problems

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