It still is for me on my underpowered linux laptop (my only coding computer) so much that I don't play on it, I can only run the game to test my code changes... I sometimes play on my mother's windows 7 computer, which is better HW-wise, and this is with prebuilt binaries. But still, I think there are quite a lot of performance problems in FO. And I know some of them will be very hard to fix.Dilvish wrote:Hmm, the game used to get bogged down quite a bit, but that's been cleared up for well over a year now, and well before your version. I don't recall similar complaints for quite a while.Moriturus wrote:Other feedback: The interface is very sluggish. When I move the mouse, the pointer trails behind my movement so badly that it sometimes takes a full second to be sure I'm pointing at what I want to point at.
Correct me if I'm wrong, but those are my perceived sources of slowness :
1 - screen is redrawn for each frame (bandaid : can be reduced by reducing FPS in settings, but would be really nice to fix for old HW)
2 - lots of computed things when opening views, changing system, etc... I think this could be cached so as to be only computed once per-turn (probably hard to do/fix without introducing new bugs)
3 - if you have a huge universe (lots of stars, ships, etc...) the game slows down a lot. This can be seen in late game, which runs a lot slower than at the start. Maybe we have some > O(N) algorithms hiding somewhere.
4 - AI is CPU-hungry (quite normal) and this is probably not the main point in felt sluggishness, as it happens between the turns, when the player knows he has to wait for the new turn.
I think the mouse pointer sluggishness is linked to item 1. This would be my main target if I had the required knowledge...
I even think some things are recomputed for each frame, so problems 1 and 2 may be linked somehow. But that's only suspicion, no actual evidence on that.