Medieval slower than Ancients?

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kronenblatt
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Medieval slower than Ancients?

Post by kronenblatt »

Is it just my versions and my settings, or is Medieval actually slower in e.g. calculating close combat outcomes? When I press the close combat resolution button (whether charging or melee), it takes a couple of seconds (at least it feels like that) before the close combat result appears, along with cohesion test outcome (if applicable). This is something that I haven't seen in Ancients.

Any settings that are especially important to how fast and smooth the game runs, calculation and processing wise?
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rbodleyscott
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Re: Medieval slower than Ancients?

Post by rbodleyscott »

I wasn't aware that it is slower. But my system is fast, and it is hard to spot differences that are calculated in milliseconds on a fast system.

The combat report formatting might make it slightly slower in Medieval, albeit Pip optimised it since the original beta. It was much more noticeable before.

Other than that, the main settings that eat processing are the higher shadow settings and Anti-Aliasing.

The next update will add "Level of Detail" coding which can speed the game up considerably on maps with lots of trees. (Medieval has higher polygon numbers for trees than Ancients does).
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Mord
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Re: Medieval slower than Ancients?

Post by Mord »

rbodleyscott wrote: Sun Dec 19, 2021 1:12 pm The next update will add "Level of Detail" coding which can speed the game up considerably on maps with lots of trees. (Medieval has higher polygon numbers for trees than Ancients does).
I hope this will be adjustable for those of us who don't have a lag problem. It's irritating as hell when a game forces texture down grades on you when you don't need/want them. Combat Mission does this and it makes the maps looks like crap at certain perspectives and distances.


Mord.
rbodleyscott
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Re: Medieval slower than Ancients?

Post by rbodleyscott »

Mord wrote: Sun Dec 19, 2021 10:36 pm
rbodleyscott wrote: Sun Dec 19, 2021 1:12 pm The next update will add "Level of Detail" coding which can speed the game up considerably on maps with lots of trees. (Medieval has higher polygon numbers for trees than Ancients does).
I hope this will be adjustable for those of us who don't have a lag problem. It's irritating as hell when a game forces texture down grades on you when you don't need/want them. Combat Mission does this and it makes the maps looks like crap at certain perspectives and distances.


Mord.
Yes, the distance at which it kicks in is adjustable, and it can be turned off completely if desired. Also, it does not affect units, only terrain objects.
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Re: Medieval slower than Ancients?

Post by Mord »

rbodleyscott wrote: Mon Dec 20, 2021 7:31 am
Yes, the distance at which it kicks in is adjustable, and it can be turned off completely if desired. Also, it does not affect units, only terrain objects.
Excellent. Thanks Richard.

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