- Joined
- Oct 24, 2013
- Messages
- 28
- Reaction score
- 16
Ok, long and the short of this whole issue is that with large ships, large stations, or areas with a lot of entities in close proximity, the CPU usage on most computers (client side mind you, not on a server or a computer running both a server and a client) goes to the maximum allowable for the computer, occasionally causing system instability, and even more severely, a thermal fault/ Blue Screen of Death (or equivalent for Mac). The potential causes (due to substantial anecdotal research) are thus:
1. Most of the issues happen on an Intel "i Series" processor such as an i3, i5, or i7.
2. Most of the issue seems to be stemming from a computer "sharing" some of the graphics card work with the processor, especially when rendering and displaying large/complex objects as mentioned above.
3. As far as graphics cards go, most of the issues seem to be happening on ATI Radeon, and Radeon HD cards (for example a Radeon HD 5850) both mobile and desktop graphics cards are affected equally. However this is not always the case as there are a minority of users who have this issue on recent generation Nvidia cards as well.
On to my theory as to the core of the problem. It seems that when anything large gets rendered in for the first time, no matter what texturepack/resolution, there seems to be a high CPU usage. My theory is that it is due to intel's "hyperthreading" http://en.wikipedia.org/wiki/Hyper-threading which has been included into a number of their CPU's since the Pentium 4 line. My personal opinion is that it is due to the graphics card storing some of its "work" in system ram, and it is in some way, shape or form impacting cpu usage due to an architecture incompatibility with the rendering/shader engine. Again, without more knowledge of Java, or of how the starmade code works, at this point it is just speculation, with some anecdotal data attached.
On the other side of the issue, I personally (via what sample group I have had access to) have seen no issues with any AMD architecture processors, however as I only know of one of my users that has one, this is not a sufficient sample size to be noteworthy.
If anyone has any sort of input on this, it would be greatly appreciated, as this could potentially net a large performance and playability boost if fixed
In summation, my apologies for the wall of text.
1. Most of the issues happen on an Intel "i Series" processor such as an i3, i5, or i7.
2. Most of the issue seems to be stemming from a computer "sharing" some of the graphics card work with the processor, especially when rendering and displaying large/complex objects as mentioned above.
3. As far as graphics cards go, most of the issues seem to be happening on ATI Radeon, and Radeon HD cards (for example a Radeon HD 5850) both mobile and desktop graphics cards are affected equally. However this is not always the case as there are a minority of users who have this issue on recent generation Nvidia cards as well.
On to my theory as to the core of the problem. It seems that when anything large gets rendered in for the first time, no matter what texturepack/resolution, there seems to be a high CPU usage. My theory is that it is due to intel's "hyperthreading" http://en.wikipedia.org/wiki/Hyper-threading which has been included into a number of their CPU's since the Pentium 4 line. My personal opinion is that it is due to the graphics card storing some of its "work" in system ram, and it is in some way, shape or form impacting cpu usage due to an architecture incompatibility with the rendering/shader engine. Again, without more knowledge of Java, or of how the starmade code works, at this point it is just speculation, with some anecdotal data attached.
On the other side of the issue, I personally (via what sample group I have had access to) have seen no issues with any AMD architecture processors, however as I only know of one of my users that has one, this is not a sufficient sample size to be noteworthy.
If anyone has any sort of input on this, it would be greatly appreciated, as this could potentially net a large performance and playability boost if fixed
In summation, my apologies for the wall of text.