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I'm surprised to hear there are high core count requirements. My understanding was that grand strategies were always going to be performance-limited based on si
by loufe 2y ago
I'm surprised to hear there are high core count requirements. My understanding was that grand strategies were always going to be performance-limited based on single core performance, given the interlinkedness of all game variables.
- johnklos 2y agoIt really isn't tough to come up with scenarios where the game can schedule off lots of independent threads to work on various things, then collect the data when ready. But 16 cores? Not just 16 threads, but cores, where the total number of possible simultaneous threads is 32? Or is this them hedging for the total number of cores where cores could also be Intel e cores? Either way, I'll be interested to see CPU utilization when people test out the game :)
- extr 2y agoIf I had to guess, the actual calculations for the logic of the game itself are completely trivial and are not bottlenecked by any modern processor or any number of cores. They're not exactly doing MCMC to simulate outcomes.
- momoschili 2y agothis definitely isn't the case in my experience. I run Civ VI on a relatively high end desktop (5950x + 3080 Ti) and there is a very noticeable slowdown between turns with lots of Civs/city states on large maps
- toyg 2y agoYeah that is the case with V as well, even when you turn off all the bells and whistles.
- 0cf8612b2e1e 2y agoIsn’t that more the AI than the game mechanics? With zero knowledge of how it works, I would also expect that each tick is some trivial calculations to determine yield per square for each city (plains square starts at +1 * 3 workers * 1.2 improvement modifiers) and combat resolution. Deterministic calculations that should complete instantly.
- extr 2y agoYeah i don’t really see how the game math for something like Civ couldn’t be run on like, a calculator. It’s fully deterministic with a very low number (relative to many actual numeric computing problems) of inputs/outputs
- momoschili 2y agoI guess I'm not sure what you mean by game logic then. Unless you're playing multiplayer civ (which I think is pretty niche even for civ standards), the AI logic is kinda central to the game.
- Asraelite 2y agoBut the AI isn't even particularly sophisticated. They needed to make it cheat at higher levels to remain difficult. Sounds like a severe lack of optimization to me.
- marshray 2y agoReal-time competitive online games need the strategy part to work well on the lower-end systems which tend to be extremely common among the player base. A player shouldn't be able to upgrade their way to a significant competitive advantage, i.e., let them argue about 10ms worth of vsync rates rather than 100's of ms of cpu lag. But for turn-based offline games, players with fewer cores can substitute a bit of patience. They can use the time to think as well as the computer.