Ludeon Forums

RimWorld => General Discussion => Topic started by: SwiftShadow on December 23, 2016, 03:02:32 AM

Title: Using ludeonicrous?
Post by: SwiftShadow on December 23, 2016, 03:02:32 AM
I see the warning and i am wondering if it becomes a hardware issue for the game to run or something else?
I have a I7 6700k and an Ichill Gtx 1080 so if it is a hardware problem i will probably not have any problems. Or is the problem is something else?
Title: Re: Using ludeonicrous?
Post by: skullywag on December 23, 2016, 03:14:18 AM
Cpu is the limiting factor here your gfx doesnt really matter all that much. Best way is to try it. I find that map size perfectly playable early on but with 30 colonists it atarts to chug a little.
Title: Re: Using ludeonicrous?
Post by: SwiftShadow on December 23, 2016, 03:24:10 AM
Quote from: skullywag on December 23, 2016, 03:14:18 AM
Cpu is the limiting factor here your gfx doesnt really matter all that much. Best way is to try it. I find that map size perfectly playable early on but with 30 colonists it atarts to chug a little.

what cpu do u have

Got any save file on that map size that starts lagging for you that i could try?
Title: Re: Using ludeonicrous?
Post by: skullywag on December 23, 2016, 03:33:28 AM
I dont play vanilla so no sorry. (I do while testing though)

Cpu is an amd fx8350 so your i7 is faster.

Keep in mind with the ability to have multiple maps now (1-5) you might wanna tone the size down anyway.
Title: Re: Using ludeonicrous?
Post by: SwiftShadow on December 23, 2016, 03:40:34 AM
Quote from: skullywag on December 23, 2016, 03:33:28 AM
I dont play vanilla so no sorry. (I do while testing though)

Cpu is an amd fx8350 so your i7 is faster.

Keep in mind with the ability to have multiple maps now (1-5) you might wanna tone the size down anyway.

I feel like managing more then 1 colony will be overwhelming for me xD.

i went into developer mode, and started like twenty 3000 point raids (each raid spawned like 15-30 guys or something). Cuz they were all different factions they started fighting with each other, explosions and chaos everywhere, didnt see any lag there, so i might be fine?
Title: Re: Using ludeonicrous?
Post by: skullywag on December 23, 2016, 03:42:12 AM
Fighting isnt really the same as having colonists search for jobs. Best thing i can suggest is try it. If its gets laggy too early notch it down next time.
Title: Re: Using ludeonicrous?
Post by: SwiftShadow on December 23, 2016, 03:55:46 AM
Looking at ur CPU it seems it isnt much worse then the 6700k just a tiny step below. So i might stick with the 350x350 size instead of the max 400x400
Title: Re: Using ludeonicrous?
Post by: Mekhet on December 23, 2016, 05:49:18 AM
also have an i7 6700k and as far as my experience goes, in A15 350x350 on extreme when you reach about 16 colonists and have gathered about a million overall ressources the game becomes nigh unplayable quite fast (although i have to admit i used quite many mods, i dont suppose they take alot of extra performance tho (qol mods, stack sizes,..))
Title: Re: Using ludeonicrous?
Post by: Serenity on December 23, 2016, 06:21:38 AM
Works perfectly fine for me on an i5-6600. That said, the very largest map size is too large really. Walking distances are just too big.
Title: Re: Using ludeonicrous?
Post by: RawCode on December 23, 2016, 06:33:36 AM
only single core used by main thread, that ensure that, ever top xeon with struggle to keep game smooth after some time, there are no real workarounds, due to how complex thread sync routines are, especially on alpha stage.

for this reasons, be sane and play small map.
Title: Re: Using ludeonicrous?
Post by: XeoNovaDan on December 23, 2016, 07:58:05 AM
I generally keep to 300x300 (even though I'm rocking an i7-3770K) due to the games single-core nature. Slowdown does start to happen in larger colonies at 3x speed about 4 or so years into the game with a fair sized colony (around 10 colonists)
Title: Re: Using ludeonicrous?
Post by: daedelus on December 24, 2016, 12:06:35 AM
I believe the largest map size has some problems late game due to the memory restrictions of a 32 bit application and the fact that is hasn't been optimized yet (still alpha).
Title: Re: Using ludeonicrous?
Post by: Hieronymous Alloy on December 24, 2016, 11:43:17 AM
There are real advantages to playing a large map though -- more minerals, more wildlife, more time to react to invaders, etc.

I have a fairly beefy cpu and I find largest map size perfectly playable. It does chug if I have a lot of animals though so I do periodic culling.
Title: Re: Using ludeonicrous?
Post by: Serenity on December 24, 2016, 12:31:35 PM
Quote from: Hieronymous Alloy on December 24, 2016, 11:43:17 AM
There are real advantages to playing a large map though -- more minerals, more wildlife, more time to react to invaders, etc.
Yeah, small maps are kind of bad, but I find the two "large" map sizes are the sweet spot between having lots of space and distances becoming too large.
Title: Re: Using ludeonicrous?
Post by: sadpickle on December 24, 2016, 05:57:11 PM
Before A16 playing a small map meant resigning yourself to less materials. Small flat maps were just terrible before Deep Drills.

Now, with relocation and remote mining a possibility, I don't see any point to play the largest maps. Too many mechanics like wild plant/grass seeding, or animals migrating with the seasons, break at that size. Also, the reaction time you have for a raid from the map edge is just ridiculous if you're in the center of a map. There's no sense of urgency. Though on the flipside, it's a real march to a siege camp.