test for ui lag

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test for ui lag

Postby SeraphimLeftNut » 29 Jun 2016, 22:57

Been teased by a couple ui lag free games recently and I remembered how I used to load my transports many years ago.

select units to be loaded, right click on transport, left click on transport, shift down, move order and unload order given to transport.

If you can do this arbitrarily fast without losing your orders, you don't have ui lag.(doing this test in sandbox is pointless, sandbox has little to do with how the game runs in multiplayer.)
no ui lag: https://www.youtube.com/watch?v=3MdcVdL2kIY
I think this is going to be fun
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Re: test for ui lag

Postby Mad`Mozart » 30 Jun 2016, 00:02

maybe you dont need to give orders faster than chinese kids putting your new iphone together?
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Re: test for ui lag

Postby SeraphimLeftNut » 30 Jun 2016, 03:09

Mad`Mozart wrote:maybe you dont need to give orders faster than chinese kids putting your new iphone together?

The problem is having your orders f*** up when you accidentally go faster than what is allowed
no ui lag: https://www.youtube.com/watch?v=3MdcVdL2kIY
I think this is going to be fun
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Re: test for ui lag

Postby Hawkei » 30 Jun 2016, 09:11

Once you master the skill of creating qued commands UI lag is rather inconsequential. Giving a command que is important for two reasons.

1. It gets around the UI lag because your intentions are communicated in advance. Allowing the unit to immediately implement your directives in the desired sequence.
2. It allows you to give units a life time worth of instructions meaning you no longer need to devote attention or APM to that unit during the course of the game.
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Re: test for ui lag

Postby nine2 » 30 Jun 2016, 10:47

Hawkei are you aware seraphimleftnut is ta4life? It makes no sense to explain such things to him
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Re: test for ui lag

Postby Legion Darrath » 30 Jun 2016, 11:03

Can you stop making new threads about UI lag for literally every thing that you think of? Make one thread and use that to report your findings.
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Re: test for ui lag

Postby briang » 30 Jun 2016, 21:17

Legion Darrath wrote:Can you stop making new threads about UI lag for literally every thing that you think of? Make one thread and use that to report your findings.


It took you this god damned long to get annoyed?
Ninrai 2015- briang is usually an aggressive d****e
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Re: test for ui lag

Postby ckitching » 30 Jun 2016, 22:18

When you give an order, the game always schedules it a certain amount in the future, not right now. (I think it's either half a second or 1 second right now, can't remember, it's tunable).

The reason for this is that for each simulation timestep to be displayed, your computer has to have received all the orders that everyone wants to make in that timestep. If you scheduled the order for right now, then the simulation would have to stop for everyone until your order has been sent to everybody. By scheduling your order a little bit in the future, the game has some time to synchronise before that order has to happen, so your simulation doesn't freeze.
When you see a game freeze and someone is "behind", that's basically what has happened: the simulation has caught up with the command stream and we're now stuck waiting for someone to tell us their orders (even if it's nothing) for this step so we can carry on.
The tradeoff is there is a delay between giving an order and anything happening (but units that were already carrying out orders don't freeze in place).

This isn't something to be "fixed", that's just how it is. Almost everything that comes out of your threads to do with "reducing UI lag by avoiding memory fragmentation" and suchlike has little to no technical merit. Would you like a tinfoil hat?
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Re: test for ui lag

Postby nine2 » 01 Jul 2016, 00:32

Useful technical information:
ckitching wrote:When you give an order, the game always schedules it a certain amount in the future, not right now. (I think it's either half a second or 1 second right now, can't remember, it's tunable).

The reason for this is that for each simulation timestep to be displayed, your computer has to have received all the orders that everyone wants to make in that timestep. If you scheduled the order for right now, then the simulation would have to stop for everyone until your order has been sent to everybody. By scheduling your order a little bit in the future, the game has some time to synchronise before that order has to happen, so your simulation doesn't freeze.
When you see a game freeze and someone is "behind", that's basically what has happened: the simulation has caught up with the command stream and we're now stuck waiting for someone to tell us their orders (even if it's nothing) for this step so we can carry on.
The tradeoff is there is a delay between giving an order and anything happening (but units that were already carrying out orders don't freeze in place).


This isn't something to be "fixed", that's just how it is.


Kick in the balls on the way out:
ckitching wrote:Almost everything that comes out of your threads to do with "reducing UI lag by avoiding memory fragmentation" and suchlike has little to no technical merit. Would you like a tinfoil hat?
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Re: test for ui lag

Postby Rapier31 » 01 Jul 2016, 02:19

For God's sake TA, just accept that the game isn't perfect and try to just naturally enjoy the game and its little imperfections. Shit happens and that's just all there is to it. You of all people know how old this game is. There is only so much doctoring that can be done to it to better optimize performance without making an entirely new game. I get on the forums only occasionally, yet the only new threads I ever see are from you about ui lag. Come on man...
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