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Species versus lag

Posted: Tue Sep 27, 2016 4:38 pm
by MatGB
OK, we've recently refactored the species scripts and massively reduced late game lag as a result, Geoff suspects that more can be done here in various ways—that's not the topic though.

What I want to know is will adding more species, especially more playable species affect performance noticeable, if so by how much?

Because I'd quite like to expand the playable range of species, we haven't added a new one for at least three years and there are obvious gaps in metabolism/environment preferences. But I don't want to slow the game down substantially.

Re: Species versus lag

Posted: Tue Sep 27, 2016 5:03 pm
by Geoff the Medio
MatGB wrote:What I want to know is will adding more species, especially more playable species affect performance noticeable, if so by how much?
Shouldn't make a difference. Having more planets and (especially) more ships will matter, regardless of the species. Playable vs. native-only doesn't matter. If a particular species does something weird in effects, it might matter, but no more so than if the effects were added to a comparable existing species definition.

Re: Species versus lag

Posted: Wed Sep 28, 2016 6:04 am
by EricF
I just wanted to say thanks to all the Devs for your work. Whatever you guys did, it seriously improved late game lag. No more ten minute turns. Woo Hoo! Keep up the good work.

Off topic;
I can't prove it, but it does seem to slow down the game when there is something in your build queue that can Never be built. Deleting it 'seems' to restore things to normal. Could be just a coincidence tho....