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 Should this run CC without lag? 
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DRLGrump
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Post Should this run CC without lag?
I'm not bitching about how my computer can't run CC, it can, I'm just wondering if I should be able to run large explosions with minimal lag? Because right now, I can't. It gets laggy with too many people on the map sometimes. Anyway, just tell me if this should be able to run CC lag free?
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System Manufacturer: HP-Pavilion
Processor: AMD Athlon(tm) 64 X2 Dual Core Processor 5000+, 2600 Mhz, 2 Core(s), 2 Logical Processor(s)
Installed Physical Memory: 4.00 GB
Total Physical Memory: 3.50 GB
Graphics Card: NVIDIA GeForce 8600 GT

Also, running Windows 7


Last edited by Tomaster on Fri Nov 13, 2009 4:40 am, edited 1 time in total.



Fri Nov 13, 2009 3:58 am
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Post Re: Should this run CC without lag?
Well, I have some trouble with explosions, or moving really, with a processor equivalent to your except with 2000 Mhz, but I usually have a lot of other things running.

Also, running Windows 7
Also, 32 bit


Last edited by CrazyMLC on Fri Nov 13, 2009 4:49 am, edited 2 times in total.



Fri Nov 13, 2009 4:35 am
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REAL AMERICAN HERO
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Post Re: Should this run CC without lag?
3.5 gigs ram what


Fri Nov 13, 2009 4:46 am
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Loose Canon
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Post Re: Should this run CC without lag?
Tomaster wrote:
I'm just wondering if I should be able to run large explosions with minimal lag?

Nothing should be able to run lag free during the hectic parts.


Fri Nov 13, 2009 4:50 am
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Post Re: Should this run CC without lag?
Hyperkultra wrote:
Tomaster wrote:
I'm just wondering if I should be able to run large explosions with minimal lag?

Nothing should be able to run lag free during the hectic parts.

PSSSSSHHH, yeah right, try out a core i5.


Fri Nov 13, 2009 5:03 am
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DRLGrump
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Post Re: Should this run CC without lag?
Grif wrote:
3.5 gigs ram what

DDR2. I'm trying to find the PC part, if that matters, but I don't really want to open my computer up to see.


Fri Nov 13, 2009 5:05 am
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Post Re: Should this run CC without lag?
CrazyMLC wrote:
Hyperkultra wrote:
Tomaster wrote:
I'm just wondering if I should be able to run large explosions with minimal lag?

Nothing should be able to run lag free during the hectic parts.

PSSSSSHHH, yeah right, try out a core i5.

Still utilizes only one core.


Fri Nov 13, 2009 9:46 am
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Post Re: Should this run CC without lag?
Thing is, the other three cores take care of all the other processes.
Well, they should in theory.


Fri Nov 13, 2009 9:56 am
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Post Re: Should this run CC without lag?
But you can do that with a normal dual-core too. No significant boost from my experience.


Fri Nov 13, 2009 12:50 pm
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Post Re: Should this run CC without lag?
Try setting every other processes' affinity to one core and setting CC's affinity to both cores.


Fri Nov 13, 2009 1:01 pm
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Post Re: Should this run CC without lag?
New socket, new architecture.
Better processor.
Mhz and RAM are not the only contributing factors to processor speed.


http://www.brighthub.com/computing/hard ... 48391.aspx


Fri Nov 13, 2009 1:05 pm
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Post Re: Should this run CC without lag?
And hardware is not the only thing that dictates software performance. The main reason why we experience so much lag is because a) the software is not optimized for multi-core systems, and b) the system is not optimized to fully utilize VRAM.

Data can jump in here and correct me if I am wrong, but these are--allegedly--the software design flaws holding this game back from being a breeze on a decently constructed machine. There are plenty of 2D side-scrolling physics-y games that don't have the computational latency that this game has.

tl;dr data is a bad programmer.


Fri Nov 13, 2009 3:17 pm
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Post Re: Should this run CC without lag?
ProjektTHOR wrote:
Data can jump in here



Ahahaahahahahah


Fri Nov 13, 2009 3:27 pm
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Post Re: Should this run CC without lag?
ProjektTHOR wrote:
Data can jump in here

Thor, now you're just talking nonsense.


Fri Nov 13, 2009 5:59 pm
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Post Re: Should this run CC without lag?
ProjektTHOR wrote:
tl;dr data is a bad programmer.


Hey now, that's not very nice :P

There's a lot of very expensive-on-the-cpu maths that have to be done every tick for all them particles to fly around properly. There's probably some optimization both on the code end and perhaps even on the mathematics end of things. Not to mention CPU/GPU offloading.

It's common to leave those things until late development because they are:

a) boring to code,
b) not necessary to code immediately (it has no dependencies)
and c) doesn't provide a valuable feature.

It's a "polish" thing. :)


Sat Nov 14, 2009 11:48 am
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