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Performance of Zero-K

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5 years ago
I wonder, if all the players lists other than the Crude one perform badly, will it be easier to remove them from the game at all? And for masochists have a link to springfiles for the other playerlists? :D
+0 / -0
23 days ago
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🧠 Proposal: Low‑End Performance Mode for Zero‑K (Respecting Tactical Complexity)

Hello Zero‑K Developers and Community,

First of all, thank you for creating such a smart, tactical, and open-source RTS. The AI, physics, and gameplay depth in Zero‑K are outstanding.

However, I noticed a performance barrier on medium/low-end hardware. Despite minimal graphics, heavy AI logic, precise physics, and unit-level decision making result in high RAM and CPU usage during large battles or campaign missions.

I understand you intended Zero‑K to be complex and deep—and that is appreciated—but enabling it to scale better on weaker machines could significantly broaden the player base.


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✅ Suggested Enhancements (without sacrificing strategic depth):

1. Light Tactical Mode (for Low-End Systems):

Simplify AI per group instead of per unit when hundreds of units are engaged.

Reduce physics detail (e.g. no precise bouncing or heat calculations) in this mode.



2. Dynamic Culling of Off-Screen/Distance Units:

Units far from the camera should use reduced updates or “idle mode.”

Visual effects or physics can be disabled for units not in view.



3. Centralized Flow-Based Movement & Targeting:

Instead of individual unit navigation and targeting logic, use group-level flow fields to coordinate movement & fire direction.



4. Optional AI Complexity Levels:

Offer switchable AI presets in the settings (e.g. “High AI” vs. “Light AI”) to adapt to hardware performance.





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🎯 Why this helps:

Maintains core gameplay complexity and AI-driven depth.

Provides scalability: strong hardware uses full fidelity, while weaker hardware uses optimized pathways.

Helps new players on older machines experience Zero‑K smoothly, potentially increasing adoption and contributions.


Thank you for your excellent work and community. I’m happy to help test or refine these ideas further if they are of interest.


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+0 / -4
chat gpt wrote that.. you can tell because it loves the emoji..

1. most of the ai that you speak of is pathing and collision.. and group pathing cant decide if its stuck..

unless you mean it forms a single large object that paths as is its a big object.. but this will be wierd when a ball of glaves gets stuck behind an alied lotus.

also to make that allot of work and calculations are needed to reduce and increase its size and to lock said units into a dynamicaly created formation everytime units are added or removed.

but it might work.. if you want to develop it.. i cant remember but i think supcom uses a simmilar system called flow field

2. this is already being done. its why you can zoom into the ground for extra fps

3. oh i thought this was number 1.. umm.. well ill answer '1' here.. if you remove any other unit logics then the units wont be units.

4. this can be done by disabling widgets and so i think its already a thing
+1 / -0

23 days ago
quote:
Proposal: Low‑End Performance Mode for Zero‑K (Respecting Tactical Complexity)


This all proposal sound is pretty good but i think there is also one small problem with this all proposal - i think there is not enough developers to do it and even these developers have limited time to work with Zero-K. I can disagree with Zero-K developers in some things/strategies etc but i have to admit that they have done titanic job for free. Zero-K is free game and nobody pays for it except donations and i doubt that these donations grant any noticeable salary for Zero-K developers.
+0 / -0
23 days ago
well it wasn't until sometime this year that the game just became so slow, like im playing but even when it first starts off the game will just be sluggish and then speed up but then go back to sluggish seconds later. so was it an update that changed this game? because i have a gaming laptop and ive been playing this game for 2 hears now so it should be working but its not.
+0 / -0

23 days ago
DZrankYSF_1205_DZ

the accont is 8h old just like this post and has zero games.

interesting coincidence.
+1 / -0
23 days ago
Long team games is where performance can suffer, especially on weaker machines. I think there is room for improvements:

- lua is really slow (comparable to python) - maybe using LuaJIT instead would be an improvement, probably it would have to be done on the engine-level and a is huge task. You can run "/luaui disable" to see your FPS nearly double. I know advanced controls, UI and widgets are pretty amazing but I doubt they have to be that demanding.
- performance is worse on Linux than on Windows.
- I think BAR can handle more units with better performance while looking more fancy.
+0 / -0
i asked chat gpt to write an angry review of zero-k since its responses are based on scanning online texts.. this is NOT my opinion of the game... I LOVE THIS GAME!!!

ChatGPT:write an angry review of zero-k
[Spoiler]

some of the stuff it writes doesnt even sound true
+2 / -0


22 days ago
First step is to port Tracy and do benchmarking.

Locked for ChatGPT rez. If anyone is interested enough, then make a better and more relevant OP.
+2 / -0
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