From: Phil D. <de...@gm...> - 2012-05-31 14:55:26
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I personally have never experienced a performance issue in rails, at worst I've seen it take maybe 30 seconds to calculate a route, and that was running Diesels on a highly open 1856 map. Is this potentially a JVM issue? Tried a newer version of Java? Also, could this be an issue of other software/memory utilisation? 2.56 Ghz isn't that old, I'm surprised it's performing that poorly On 31 May 2012 15:42, Chris Shaffer <chr...@gm...> wrote: > Are other people experiencing the same problem? > > -- > Chris > > Please consider the environment before printing this e-mail. > > > > On Thu, May 31, 2012 at 1:50 AM, Mike Bourke <com...@ip...> > wrote: >> >> This is not a bug per se, but it's something that needs to be mentioned, >> and >> even improved or resolved before rails can be offered as fully functional >> to >> the public. >> >> Rails 1.7.x becomes deadly slow towards the end of a game. In today's >> game, >> I clicked on "no token" for the second-last turn in the last op round and >> had to wait more than five minutes (closer to eight) before the game >> progressed to calculating the revenue for that particular company. 1835 is >> especially bad in this respect because of the potential for a company to >> have multiple diesels, and is almost unplayable as a result. >> >> Note that this problem occurs with ALL actions in an op round. A company >> starts its turn. Click on a hex on the map to indicate where you want to >> lay >> a tile, wait five-to-ten minutes. The available tiles are offered, click >> on >> one, wait 5-10 minutes. The tile is then laid, click on it to rotate it >> until correct facing is achieved - wait another 5-10 minutes before the >> first rotation takes effect. Click on "lay tile", wait another 5-10 >> minutes >> before the game progresses to tokens. Click on a tile to lay a token, wait >> for 5-10 minutes before the option to lay a token in that space is >> displayed. Click on the lay token button, or on the no token button, wait >> another 5-10 minutes before revenue calculations start. Wait up to an hour >> for revenue calculations to be complete (or wait at least 5-10 minutes for >> a >> value that's close if not equal to the final revenue valuation to be >> achieved) and click Set Revenue, wait 5-10 minutes before being given the >> option of how to distribute that revenue. Click one of the buttons and >> wait >> another 5-10 minutes for the option to buy trains (if applicable). And so >> on. Clicking on "game" on the game status window menu produces another >> wait >> of 5-10 minutes before the menu is displayed. Clicking save game produces >> a >> wait of 5-20 minutes before the save game window appears. Clicking save >> does >> nothing for another 5-10 minutes. >> >> All this appears to be due to the game consuming 100% available CPU and >> wanting more. >> >> It's understandable that as brown tiles becomes available and the variety >> and length of possible routes increases, it takes longer to determine the >> optimum route. Nevertheless, this all seems excessive, and should have no >> impact on actions like "save game". >> >> I have found that the problem can be reduced (not eliminated) temporarily >> by >> saving the game, closing rails, and then reopening it, so it appears in >> part >> to be a problem with the size of the log file (which is always smaller >> after >> doing so than it was), but this is not the whole issue by any means. >> >> My system is relatively slow by modern standards - only 2.65GHz - >> exacerbating the problem. In combination with the "loading a saved game" >> improvement mentioned a moment ago, I suspect that this is the reason no >> players have noticed / complained about the problem in past testing. >> >> To assess the true scale of the issue, would it be possible to include an >> option to turn logging off in the game setup panel for 1.7.6? I can >> understand why logging in general is both desirable and comprehensive >> while >> the game is still in a beta-testing mode, but I think this needs further >> investigation. SOMETHING is happening repeatedly in all those CPU cycles >> that bogs the whole game down to a slow crawl. >> >> I also have some thoughts on an alternative top-level process for handling >> revenue calculations but they *might* not yield any improvement (might >> even >> be worse) and have a wishlist for functionality enhancements, but they are >> unimportant in comparison to this issue. >> >> Mike Bourke >> Campaign Mastery http://www.campaignmastery.com >> Co-author, Assassin's Amulet http://www.legaciescampaignsetting.com >> >> >> >> >> --- >> avast! Antivirus: Outbound message clean. >> Virus Database (VPS): 120530-1, 31/05/2012 >> Tested on: 31/05/2012 6:50:43 PM >> avast! - copyright (c) 1988-2012 AVAST Software. >> http://www.avast.com >> >> >> >> >> >> ------------------------------------------------------------------------------ >> Live Security Virtual Conference >> Exclusive live event will cover all the ways today's security and >> threat landscape has changed and how IT managers can respond. Discussions >> will include endpoint security, mobile security and the latest in malware >> threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ >> _______________________________________________ >> Rails-devel mailing list >> Rai...@li... >> https://lists.sourceforge.net/lists/listinfo/rails-devel > > > > ------------------------------------------------------------------------------ > Live Security Virtual Conference > Exclusive live event will cover all the ways today's security and > threat landscape has changed and how IT managers can respond. Discussions > will include endpoint security, mobile security and the latest in malware > threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > |