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FPS Creator X10 / multi threading, quad core processors

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griffx
16
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Joined: 18th Dec 2007
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Posted: 15th Jan 2008 01:11
is there a way to turn it on - see attached pic, only using 1 of four cores. i know x10 is supposed to support multi core processors.

quad core, 8800gts w/ 640 dedicated plus 1gb shares, 1TB, ok i guess . . .

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griffx
16
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Joined: 18th Dec 2007
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Posted: 15th Jan 2008 01:12
by the way, a decent sized level takes hours to compile for testing, anybody know of a way to improve this?

thanks

quad core, 8800gts w/ 640 dedicated plus 1gb shares, 1TB, ok i guess . . .
Skeptis
16
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Joined: 7th Jan 2008
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Posted: 15th Jan 2008 01:17
Split your game into smaller segments of the game. unstead of one huge level take a "level" and divide into 2 pieces and just have loading screens at a good transition point
Uthink
18
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Joined: 30th Sep 2006
Location: State of Confusion
Posted: 15th Jan 2008 02:17
A decent sized level doesn't take hours to compile unless you've gone crazy with your poly count. Keep your poly count level low. Search the forums, you'll find info on reasonable poly counts for a level.

"I'm trying to find new ways to make this game more attractive." - Dennis Rodman
alimpo83
18
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Joined: 30th Dec 2005
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Posted: 15th Jan 2008 21:22
A big level(multi layers, a lot of them) will take hours to compile yes, if you have full eye candy turned on, since it has to calculate lightmaps and physics, and so on.

griffx
16
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Posted: 15th Jan 2008 23:19
can anybody tell me why the game crashes before the compile completes when the levels are large. if the level was ment to be small, why did they make a large workspace?

quad core, 8800gts w/ 640 dedicated plus 1gb shares, 1TB, ok i guess . . .
alimpo83
18
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Posted: 15th Jan 2008 23:30
How much memory do you have? 1 , 2 gigabytes?

griffx
16
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Joined: 18th Dec 2007
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Posted: 15th Jan 2008 23:42
three gb, 8800gts 0 i thing 640mb with additional 1279 shared memory

5.5 windows experience index

quad core, 8800gts w/ 640 dedicated plus 1gb shares, 1TB, ok i guess . . .
griffx
16
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Joined: 18th Dec 2007
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Posted: 15th Jan 2008 23:43
(i think)
i know its 640mb with additional shared memory as needed

quad core, 8800gts w/ 640 dedicated plus 1gb shares, 1TB, ok i guess . . .
alimpo83
18
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Joined: 30th Dec 2005
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Posted: 15th Jan 2008 23:52
It's more than enough. I have 2 Gb ram, backed up by a 2Gb ReadyBoost Pen, that helps a lot with loading times and overall X10 performance. But you should have a great performance with your specs. Update drivers, maybe it helps.

griffx
16
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Posted: 16th Jan 2008 00:57
everything updated. still wonder why x10 brags about using dual core and quad core processors, but as you can see, it only uses one in my case.

quad core, 8800gts w/ 640 dedicated plus 1gb shares, 1TB, ok i guess . . .
Benjamin
21
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Joined: 24th Nov 2002
Location: France
Posted: 16th Jan 2008 08:12 Edited at: 16th Jan 2008 08:14
Compiling a game might not take full advantage of multi-core processors, but the game itself should.

Silvester
18
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 16th Jan 2008 08:36
Compiling takes Advantage of Dual Core, as it will use 2 cores for the lightmapping. The game itself will also take Advantage of 2 cores, as the AI will be calculated on Core 2, and the game itself on core 1.

griffx
16
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Joined: 18th Dec 2007
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Posted: 17th Jan 2008 00:12
look at my pics at the top, is it not calculating the lightmaps on one core only?

quad core, 8800gts w/ 640 dedicated plus 1gb shares, 1TB, ok i guess . . .

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