Yeah I got a 20+ fps increase when I disabled outlines, though the frames do drop later in game with a few cities. The Outlines are a crazy big impact on performance it seems. I also prefer the look without them, everything looks cleaner.
IIntrude
I too got a nice boost with 1.07, but like you all I have a pretty beefy machine that laughs at most demanding games. Where I was getting 10-20fps, I am now getting 30ish once I have a good sized town or two. Once I scroll away from the town my fps shoots up to my refresh cap. Great improvement, just don't stop there, it is far from perfect. Keep the fixes coming SD. You kept my purchase with this patch.
Debug here Performance is a lot better, but still getting less fps than I would imagine on my machine. Anyways, I was many turns into a game, when I tried to active a Sand Golem charm in a tactical battle, crashing the game.
I'm still curious as to if this fix for "lategame slowdown" will fix the poor framerate after building the very first city. Many many of us suffer from "beginning game slowdown." All this talk of lategame is a bit concerning. I thought the 16 page thread made it very clear that if we build a city, bam instant and crushing loss of fps.
[quote who="PsiRedEye22" reply="378" id="2751579"] The human eye actually cannot differentiate between 30 and 60 FPS.[/quote] I am super human. When I was but a young man a secret govt agency took me in and modified me. They made me faster, stronger, and enhanced my eyesight. I am now able to tell the difference between 30fps and 60fps.
Not tonight it seems. Maybe tomorrow. BoogiBac says - "The big changes in 1.07 will be... - performance boost (Q/A seeing a 15-ish FPS boost in apples-to-apples save comparisons) - lots of memory fixes, including game-within-a-game and sound issues - tweaked calculation of unit group battle stats (shouldn't be as powerful) - grouped units save/load max HP info properly - no more stacking of items for heroes (a quick fix while we co
Yeah my game starts out humming at 100+ fps. The very second I create a single town it drops to 25ish fps. Then with each other city, OR as my single city grows the framerate will continue to drop into the 2-10fps range.
1.07 will not be tonight it seems, kryo said no. He did however just say that the poor fps due to towns bug was fixed and will be in the next patch, they are currently testing.
[quote who="cephyn" reply="352" id="2748762"]OK so there's the big update post. can we stop the histrionics now? this is issue #1.[/quote] I was always big into theater. It seems you were too, with how much you seem to care about mine and others personal decisions regarding a computer game. I hope to "grow" some patience, maturity and become way less emotional by following in your example. ;) On a more serious note, it is good to see this all laid ou
I think I have decided to give it until this Friday, then I will have to request a refund most likely, simply on the basis of principal. I know they will eventually fix this, but this exact issue was reported during Beta by several people it seems and combine that with the other issues of launch, I just don't feel that I should be 50-60 bucks lighter without a working game in my possession. If by some chance this issue isn't fixed by Friday, I will simply have to see about
Ive had two devs today tell me that there will not be a fix or patch for this today (Monday).
*Begs to the Frog god that the fix comes tonight*
Logitech MX518, same issue. Default windows drivers.
Each turn the framerate got worse and worse, dropping to 1 fps each time I hit next turn. Finally around turn 320ish or so the game crashed. Here is my debug. Debug O' Doom!!!
I have several tiles made. I want to be able to link them in game to goodie huts and some as quests. Brad's post covers the basics but leaves a ton of info out. I am looking for a DETAILED walk through for an XML noob on how to link a tile to a hut, and how to link a tile to a quest. I tried following Brad's guide earlier, and though I did so to the T, but it borked my installation and had to reinstall. Please help, I have some nice tiles m
GPU issue not fixed in v 1.06, confirmed on IRC.
Since release I have had issues with Elemental not using my GPU correctly, but I was at least able to use the Editor tools. however just a bit ago, while working on a tile, some weird stuff began happening. 1st, a saved tile was seemingly lost and not in the load list anymore, then particle effects began to act up, not displaying. I closed Elemental and attempted to restart it, it crashed. I restarted my machine and the crash continues, Elemental will not load up beyon
I too bug reported this exact issue in Beta.
Just an update, I finished installing Elemental on my wife's PC and got the exact same results, little to no GPU load on the world map, 30-40% load in tactical battles, cloth, and editors. My wife's machine specs are as follows. Intel E8400 DC 3GHz 3.5 GB RAM ATI 4800 512mb Win XP SP3 sub 10-19 framerates on world map, 50-70s elsewhere. Is Stardock able to replicate this issue in house?
Ok, I have finished my new tile for the day, the Sunken Temple. *Cue dramatic music* Here it is. Also I have updated the original post to include some pics of the various tiles. many of the pics are without particle effects, as the emitters are huge and unattractive. I also tried to showcase some of the little details I try to put into each tile. Enjoy
Neil, are people working on the issue currently and is there hope of a fix this week? Or since the release of Day 0 patch, have most been given the week off and we won't see any patches until next week? And once again I will ask, can you reproduce the issue that most of us are having, extremely low fps and a severely underutilized GPU?
Here's hoping that we will get an update on the issue today. I really hope that this is solved by the weekend...
Yeah I cannot wait until they allow us to share Tiles via the mod library. Hopefully by then I will have learned how to hook them to goodie huts and quest locations. I should have some new ones ready to show tomorrow. If you have any ideas for cool locations let me know.
Well, I hope this helps them get underway on a fix. We seem to have pretty well found the common issue and provided reproducible examples. Now lets hope that this is something they are really focusing on and get a fix quickly. I am really hoping that I will be able to play by the weekend. I am curious though, do you guys have a test machine that you are able to recreate this issue on, or are you simply going off of our accounts?
Thank you for all the feedback, I have another one uploading as we speak. I hope to learn how to tie these into the game via XML, I would like to make some quests, some goodie huts, etc... The Lady in the Mist I made for a quest, if you notice the rowboat has beached next to a "hidden" door in the hedge. I was thinking of a key fetch quest or something that would unlock the door and let you claim a prize. Right now I am just experimenting with different designs, an