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Civ 5 Processor performance analyzis

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  • Civ 5 Processor performance analyzis at Gamespot

    [...]

    Civilization V makes for a very odd testing scenario. There are no corridors to run down, and shooting the enemy doesn't result in anything more than two little characters poking at each other on a map. As a result, we had to break our testing down into two parts. To beat down the CPU, we actually timed how long it took for the game to complete the AI's turn. This was an amazingly taxing calculation on the CPU that was easily measurable in the tens of seconds and highly repeatable. Video card testing consisted of moving across the same map at the most zoomed-out setting, which dropped frame rates by more than half and proved to be quite consistent. Both tests were performed on a late-game scenario that had numerous computer AIs vying for superiority on a large map. Smaller maps with fewer AI opponents didn't stress the system nearly as much.


    Turn-based games like Civilization V have one true bottleneck. The moment you click the end-turn button, you get to sit back and watch the computer do its thing. Early on in the game, you'll be back to ordering around your minions in a few short seconds, but later on, once you've advanced to the 1900s, those seconds might turn into a full minute. Being able to calculate whether or not Ghandi will team up with the British to attack you does indeed take more than a few CPU cycles.

    [...]

    Read the full article at gamespot.

    Attached Files

    • Sirotnikov
      #28
      Sirotnikov commented
      Editing a comment
      Originally posted by Martin Gühmann
      Such a game is a pretty complex program. There are many opportunities to make mistakes. And then such a game is not a military project, so it is not absolutely necessary to make it bug free. And at some point Firaxis has to make some money. Otherwise there would be no Civ5 at all.

      -Martin
      From my experience in the IDF, only programs running airplanes and missiles are really 'army standard'. Most military software projects are bug ridden, and released in horrible condition. Lack of free market (inside the military), and long term contracts make it so.

      According to what I've been reading it's the same in the US.

    • Martin Gühmann
      #29
      Martin Gühmann commented
      Editing a comment
      Originally posted by Sirotnikov
      From my experience in the IDF, only programs running airplanes and missiles are really 'army standard'. Most military software projects are bug ridden, and released in horrible condition. Lack of free market (inside the military), and long term contracts make it so.

      According to what I've been reading it's the same in the US.
      Thanks for the clarification. I guess I had those programs about life and death in mind.

      -Martin

    • Sirotnikov
      #30
      Sirotnikov commented
      Editing a comment
      wasn't meaning to correct you. just shared some experience.

      Government organizations (army included) have crappy software. It is usually buggy, incomplete, and horribly ugly. Anyone who plays RTS or Civ for that matter will find military planning software horrible. I wish I had the resources and authority to put some game designers at work.
    Posting comments is disabled.

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    [...]

    Civilization V makes for a very odd testing scenario. There are no corridors to run down, and shooting the enemy doesn't result in anything more than two little characters poking at each other on a map. As a result, we had to break our testing down into two parts. To beat down the CPU, we actually timed how long it took for the game to complete the AI's turn. This was an amazingly taxing calculation on the CPU that was easily measurable in the tens of seconds and highly repeatable. Video card testing consisted of moving across the same map at the most zoomed-out setting, which dropped frame rates by more than half and proved to be quite consistent. Both tests were performed on a late-game scenario that had numerous computer AIs vying for superiority on a large map. Smaller maps with fewer AI opponents didn't stress the system nearly as much.

    ...
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