And that brings me back to the start. Ryzom runs on an older and much slower pc fine (except the pw's which I am used to). My solution for now is to stack a few more screens, keyboards and mice on the desk and have the old pc available. But still I wonder - since I can exclude hard- and software problems - where exactly Ryzom fails to get along with the fast pc. I still hope for a simple solution like a bugfix, downgrade or anything like that.
I was wondering lately, if there's some kind of virtualisation method, like perhaps a vm running on 4 cores, with linux, acting as if it only had one core. I'm not sure, if that's even possible, but that is the only way I can imagine right now for having more cores involved for the powerhungry Ryzom. (The dropouts still look to me like an overload problem.)
But who knows... Maybe I'm searching at the wrong end....
I've played LOTRO yesterday. All details at max, shadows looked nice, puddles reflected the sky, trees with high detail far away. Used 4/8 cores, had a peak of 13% cpu usage in a crowded place. Was nice. I wish Ryzom would get at least half way there soon. Even if it's not overload problems I have here - maybe someone can figure out the loop which is causing the cpu load, and do something about it. I bet Ryzom would stay around 5% usage on one core, saving power, preventing noise, making laptop batteries live longer...
My Programming skills got stuck on Basic, ASM, tPascal and Lazarus about 15 years ago, so I can not really contribute anything. But I'm curious how hard it is to implement a second thread beside killing the loop. I can imagine having network and inputs one one side, and the rest of the game on the other. Nudge me, if I start being silly.
Any suggestions still very welcome :)
I was wondering lately, if there's some kind of virtualisation method, like perhaps a vm running on 4 cores, with linux, acting as if it only had one core. I'm not sure, if that's even possible, but that is the only way I can imagine right now for having more cores involved for the powerhungry Ryzom. (The dropouts still look to me like an overload problem.)
But who knows... Maybe I'm searching at the wrong end....
I've played LOTRO yesterday. All details at max, shadows looked nice, puddles reflected the sky, trees with high detail far away. Used 4/8 cores, had a peak of 13% cpu usage in a crowded place. Was nice. I wish Ryzom would get at least half way there soon. Even if it's not overload problems I have here - maybe someone can figure out the loop which is causing the cpu load, and do something about it. I bet Ryzom would stay around 5% usage on one core, saving power, preventing noise, making laptop batteries live longer...
My Programming skills got stuck on Basic, ASM, tPascal and Lazarus about 15 years ago, so I can not really contribute anything. But I'm curious how hard it is to implement a second thread beside killing the loop. I can imagine having network and inputs one one side, and the rest of the game on the other. Nudge me, if I start being silly.
Any suggestions still very welcome :)