From: Bill R. <ro...@gm...> - 2012-05-31 15:08:16
|
I have seen rails take several minutes to calculate routes, but it was optimizing multiple diesels for the CGR at the end of an 1856 game. It's possible to generate a lot of potential paths if there are a couple of parallel lines with many crosses between them. This was back when route-calulation was done only once per turn, so it was somewhat bearable. Bill On 2012-05-31, at 22:55 , Phil Davies wrote: > 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 >> > > ------------------------------------------------------------------------------ > 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 |