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Reduce Lags

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3 years ago
We are 5 guys playing against 5 Economist personalities. At about 10% of the game its getting extremly lagging and 2 of us get the "server is ahead" message. For Them the server is sth about 10min ahead and its unplayable. How can we reduce the lag?
+2 / -0
3 years ago
Adding more AI really only increases the amount of starting metal and microing work.
You can reduce the amount of microing by having less AIs, but jacking up the AI metal and energy multiplier to achieve the same effect.
That said, more units is just gonna mean more lag in general.
+3 / -0

3 years ago
That's unfortunate. Wouldn't lowering the graphics settings help a little though?
+0 / -0
3 years ago
It's kind of important to know where the bottle neck is when dealing with lag for any computer game. The "server is ahead" message suggests that the client computer can't keep up with the computations happening on the server. This suggests two things:

1) Network packets are taking a long time to go between the server and client
2) The work the computer does to process the packet is too much (maybe because the packets require a lot of processing or there are a bunch of packets that require work)

In case 1, you can only really get a more stable connection or move closer to the server to resolve the bottleneck.

In case 2, your CPU is just too slow or (very rarely you have not enough RAM or the read write time on the RAM is too slow if you're using something from the 90s). Typically, what's consuming the most CPU cycles are simulating physics and units. The network packets tell your CPU what the new orders are from every player, and your computer has to simulate the physics and unit movements. More players, more orders to process and simulate.

I'm not sure if there's logic for AI players to disable each other and only have one AI issue orders, but if you ever spectate an AI game, you will see the AI is constantly spamming orders.

Graphics cards typically do two workloads in modern gaming, physics and rendering graphics (think shaders, drawing triangles on the screen, putting textures over meshes, etc). Yes, lowering graphics means your GPU is gonna render each frame quicker. Sometimes this translates to your computer handling physics frames better because there's less CPU overhead with moving stuff to and from the GPU. Great. But if you lower graphics all the way, and you're still 10 minutes behind the server simulation, well graphics probably isn't your biggest bottleneck.
+2 / -0

3 years ago
AI is just constantly pathfinding for each unit, they never idle or build up in the backlines. This can usually take newer players off guard but anyone who knows how they work just uses this to just kill the AI's units rather easily, since they don't usually build up unless you let them.

This constant pathfinding is probably what creates a lot of the lag, pathfinding isn't the most performant thing you know. I'd figure the AI could be a lot more optimized if they moved units in groups and idled more often, instead of constantly moving even if it gets them killed.
+1 / -0


3 years ago
AFAIK Circuit uses CMD_RAWMOVE instead of CMD_MOVE which does not use the engine path finder.
+1 / -0
3 years ago
I have a i7 9600k with an GTX 1070Ti and my download is about 10mbyte/s at 23 ping. The computer isnt the problem. can i somehow dedicate more ram or cores to the game?
+0 / -0


3 years ago
Link to a replay so we can see what happens. Maybe the game is really big.

Type /debug and take a screenshot and post it here when the game is being very laggy.
+1 / -0