Day: February 26, 2017

Okay… what!? OSX not only works, the performance is ridiculous so far.

Last time I fired up AI War 2 on my Mac, which is a pretty outdated machine with a really really bad GPU, the results were pretty bad.  I wasn’t really surprised, because I was running it with all the settings turned up, and the music was throwing errors a bunch, and I knew it could get a lot better with some polish.  An old intel 4000 integrated GPU is not exactly at the middle end of the market anymore, even.

Just retested the latest build, which has the music swapped over to a different playback system, and which has a metric ton of performance optimizations from myself and mainly from Keith (the entire game simulation runs on a secondary thread, now).

Results? 300-some odd ships in the very opening battle, with all the settings turned up to maximum still, and it was buttery-smooth.  I have no idea what the framerate was, but I feel confident saying it was north of 60.

I just… whaaat?  That’s… not what I expected.  It’s fantastic, but it’s also a big surprise.

I’m not going to run out immediately and lower the minimum stated system requirements expectations, but that is certainly super duper positive as an indication thus far.

Reminds Me Of Something…

As kind of a fun aside, back when I was coding AI War Classic in the early days I was hoping to get 10k ships in a game, and was pretty sure I could do it.  The maximum any other RTS had at the time was about 1000, and it was super choppy and laggy with that many units in the other titles.  I felt like I could bump that up by a 10x partly thanks to going 2D, and partly just due to coding practices.

By the time the first public builds were around for AI War Classic, the typically number of units in the game was more like 30k, and it would start to chug around 45k units.  Within a year after that, 50k was more typical and it would start to chug at 75k units.

More Generalized Thoughts on Optimization

Sometimes it’s just really surprising how things can go when you throw everything and the kitchen sink at optimization.  It’s kinda-sorta working, it’s getting along okay, and then suddenly you pass this critical mass and whoosh the performance jumps by an order of magnitude.

I’m not remotely ready to say that’s happened here, yet, though.  The simulation is not remotely finished for the game, as there’s still a lot more AI to build out, and lots more ship functions.  The largest battles still have only involved just a few thousand ships at a time for me, whereas in classic sometimes north of 10k ships in one fight would happen.

So I want to see what happens with all those things.  Right now early indications are ridiculously, surprisingly good; but some monkey wrench could still very well appear between now and early access that makes me say “yeah, the minimum system requirements for a truly pleasant experience should still be more than a lousy intel 4000.”  Then again — maybe not. :)

Oh, One Last Thing

In AI War Classic, the simulation speed was locked to the framerate on the slowest computer in a multiplayer game, or to your framerate in solo play.  Kinda common for RTS titles, though not all of them.

In AI War 2, your visible framerate is completely unrelated to simulation speed.  We’re actually running the simulation speed at 10 cycles per second no matter what, which gives us a lot of muscle per cycle on a secondary group of threads.  It doesn’t need to be any more fine-grained than that.

Then for input and actual visual display, of course it can run at much higher framerates, basically up to whatever your hardware can handle.  If you’re running at a buttery-smooth 200fps and everything is just peachy, and I’m having more trouble on my machine at a hard-won 30fps or something, the simulation won’t slow down for either of us.

I’m a pretty happy guy about now. :)

A fantastic conversation.

Just general forum humor.

BadgerBadger: What does “lerping shots out of ships” mean? I know larping, not lerping.

Keith: Please, please don’t let the shots larp.

Cyborg: The AI will now say, “Lightning bolt!” before each attack.

Chris: “I’m attacking the darkness!”

Keith: 20,000 MkV Gazebo Guardians to Murdoch in 0:32…

Chris:  My favorite version of that skit: https://www.youtube.com/watch?v=zng5kRle4FA

Hey, do you remember the Gazebo monster we put into Valley 1 as a bit of an easter egg? Most of the Gazebos were harmless, but a tiny minority were absolutely deadly murder machines.

I completely forgot about that. :)

No real way to build asset bundles selectively in one unity project??

That’s pretty frustrating.  It’s not a dealbreaker, because for truly isolated things (music and sound effects, for instance), I can just make yet more unity projects.

But this means that in order to have some platform-agnostic asset bundles for music and sound separately from everything else, I now have to have FOUR unity projects for AI War 2 rather than just the two we had before.

Seems kinda like an oversight of something obvious on the Unity 3D advanced build pipeline process, but at least there’s a trivial workaround.  Spent more time on that today than I meant to, but it was legitimately puzzling.

Writing now while I wait for things to compile to their bundles for the first time, ever so slowly.

Definitely having to prioritize my time.

If you’ve looked at my todo list, you’ll see why.  There are so many things that I want do do, where I just think “oh, but I could get that done in just a couple of hours at most!”

And it’s true in each instance, but there’s a very real additive cost to all that.

I know that I can make the background starfields, which I’m growing tired of already from a visual sense, look a lot better and more stylized.  But is that more important than bugfixes?  No… sigh.

I want to get MasterAudio set up so that I can go ahead and have music ducking and so forth in place when I get to that point… but is that more important than just getting uAudio out and thus the game working on OSX properly, and then back to those bugfixes?  Again… no… sigh.

And so it goes.  Things move fast with Arcen, but there’s still just never enough hours in a day.  I’ve had a very unhealthy work/life balance for years, and in the last year or so I’ve been trying to get that more under control.

So… priorities.  Making sure I can load music in a cross-platform way and play it efficiently.  We’ll worry about audio ducking later when we’d even be doing that at all.

Among other things that will just have to wait.  At least with the todo list, you alpha folks can see where my head is at and what I am valuing over what in the short and middle term.

Hopefully everything on that entire list is done within the next month, knock on wood.  I have three in which to do it, but I’d rather be done in one.