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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

 
 
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Old 07-14-2011, 12:12 AM
Heliocon Heliocon is offline
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Quote:
Originally Posted by Orpheus View Post
Actually, I'm not sure you're right about that one. There is a definite performance decrease over time that isn't solved by deleting the cache folder or by having the correct config files.

As a case in point, I've been using Original textures for about two weeks, since my 'wow full reinstall actually does improve performance' thread. About 3-4 days ago I started getting launcher crashes, increases in stutter and today (literally half an hour ago) I was forced to drop to High textures (again), which is back where I was before the last retail patch. Something is dragging down performance over time and increasing texture stutter.

It's also been confirmed in another thread that CloD is using more memory since the last retail patch than it was before (based on Repka server performance, link below). Multi-core processing is also not quite there yet (my cores register 100/30/30/30 or so and I've seen a good few similar reports). Then you have the decreasing performance which some have noted relating to the memory not being properly flushed between missions, the weird sound error in multiplayer which only seems to occur when the server hits a certain amount of load/number of players, and the fact that XFire (and possibly still SLI) still don't work for a fair few of us and it's quite clear that the code for this game is all over the place.

Until such time as the game code stabilises properly and issues like inefficient multicore use, mystery performance drains, increasing memory usage and the like are visibly solved, I'd recommend to anyone that they re-download the whole thing and run all included distro's before playing. It's a terrible thing, but with a game this broken, it's the only way to be sure.


http://forum.1cpublishing.eu/showpos...4&postcount=12
Interesting about the core use - a similar thing/problem is in HOI3 FTM just released with multithreading support. It uses 1 thread very heavily for a task while many others have a very low load - I am guessing here, but I think it is because they are assigning a specific task to each core and the 1 core with the heaviest load basically holds up every other core/thread. The way around this would be to break up a specific task or pipeline and run it on more than one thread, instead of just assigning other threads minor tasks. (for example in HOI3 FTM the performance boost was no where near what it should of been because it maxes out a thread which requires all other threads to wait on it almost like a single thread).
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