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RiCHBoyZ

I've too many regions onplay.....

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Hi all, as you see the title i wonder if that slow down my SC4 game!? I also reorganized my plugins folder recently and because of that SC4 became lagging. Before my plugins just have one folder like ; (/plugins/*.dat) and the game speed was fine, no lagging & loading faster. My system is old rig ( Core2 Duo 1.8GHz | 4GB Ram | GeForce 8500GT 512MB )

allregions.png

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I imagine it might slow it down a tiny bit but not a lot as the game only loads up the region you were last playing, when you change regions it then loads up the specific region you selected. Its probably unlikely to make any difference at all :) Hope this answers your question, sorry I can't give you a definite answer. Thats a lot of regions you got there though :)

Richard


  Edited by Cleaner475  

My STEX Projects: Cleaner's Creation Center vvvvvv My CJ's: Valencia (coming soon) | Espra |

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Have you done some computer manteinance? I'm referring to stuff like what follows:

- Disk Defragmentation: this rearranges the code segments of your file, getting them into single segments per file. Defragmenting the hard drive organizes better the files, allowing the processor to find them much faster. Videogames like SimCity 4 tend to fragment files to a huge extent--I've read about some cases in which the game starts running much faster (performance times improving by several minutes) with some disk defragmentation. Also, considering the huge amount of regions you have there, it wouldn't surprise me that file fragmentation is causing the slowdown.

Or, it could be any of these other possibilities:

- You have unnecessary programs running while playing the game (if it's a Windows computer, check the taskbar icons--close/deactivate as many as you can when you intend to play the game).

- Check if you're using hardware or software rendering. Depending on your computer's graphics card, it may or may not support hardware rendering. Try experimenting with both settings to check which one works best for you. You may also have to adjust other graphic settings in order to improve performance (effects such as the waves and the clouds eat a lot of RAM).


  Edited by Dragonxander  

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Have you done some computer manteinance? I'm referring to stuff like what follows:

- Disk Defragmentation: this rearranges the code segments of your file, getting them into single segments per file. Defragmenting the hard drive organizes better the files, allowing the processor to find them much faster. Videogames like SimCity 4 tend to fragment files to a huge extent--I've read about some cases in which the game starts running much faster (performance times improving by several minutes) with some disk defragmentation. Also, considering the huge amount of regions you have there, it wouldn't surprise me that file fragmentation is causing the slowdown.

Or, it could be any of these other possibilities:

- You have unnecessary programs running while playing the game (if it's a Windows computer, check the taskbar icons--close/deactivate as many as you can when you intend to play the game).

- Check if you're using hardware or software rendering. Depending on your computer's graphics card, it may or may not support hardware rendering. Try experimenting with both settings to check which one works best for you. You may also have to adjust other graphic settings in order to improve performance (effects such as the waves and the clouds eat a lot of RAM).

That pretty much covers the ground. To be sure, check the controls on your graphics card. Make sure they are all set to 'application selected' or equivalent wording. The game can't use any options, even anti-aliasing, so there is no point in having them on, and the game might crash if they are.

With a windows system, defragmentation and disk cleanup are very important. You should defragment weekly, and disk cleanup should run before your monthly backup. Keep your trash bin empty, especially before a defragmentation run.


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
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    I imagine it might slow it down a tiny bit but not a lot as the game only loads up the region you were last playing, when you change regions it then loads up the specific region you selected. Its probably unlikely to make any difference at all :) Hope this answers your question, sorry I can't give you a definite answer. Thats a lot of regions you got there though :)

    Richard

    I also having a same thought about it, when i unplug all plugins folders the SC4 game running smooth and faster. Maybe not cause by many regions, btw most of the region you saw i made it myself. I kinda expert after trying SC4 Terraformer zillion times. LOL! TQ for replied.

    Have you done some computer manteinance? I'm referring to stuff like what follows:

    - Disk Defragmentation: this rearranges the code segments of your file, getting them into single segments per file. Defragmenting the hard drive organizes better the files, allowing the processor to find them much faster. Videogames like SimCity 4 tend to fragment files to a huge extent--I've read about some cases in which the game starts running much faster (performance times improving by several minutes) with some disk defragmentation. Also, considering the huge amount of regions you have there, it wouldn't surprise me that file fragmentation is causing the slowdown.

    Or, it could be any of these other possibilities:

    - You have unnecessary programs running while playing the game (if it's a Windows computer, check the taskbar icons--close/deactivate as many as you can when you intend to play the game).

    - Check if you're using hardware or software rendering. Depending on your computer's graphics card, it may or may not support hardware rendering. Try experimenting with both settings to check which one works best for you. You may also have to adjust other graphic settings in order to improve performance (effects such as the waves and the clouds eat a lot of RAM).

    I do defrag. my hdds once a month since my plugins folders keep adding newer file every weeks. I also tweak my winxp services process as minimum as possible ( 24 processes). I did experimenting many settings to check which one works best for my pc and setting like 1600x900, hardware rendering, no cloud but with wave, low shadow, medium cars, high details seem to be my perfect setting! Now not any more, when i load small to medium city it running okay but when playing large city with fully develop area that lagging and slowing my games speed! Imagine 5 minutes just to wait 1 sims years even i fast forward >>>!!!! I think i need to rearrange and reorganize my plugins folders again see if any change. " TQ very much for your advises.

    Have you done some computer manteinance? I'm referring to stuff like what follows:

    - Disk Defragmentation: this rearranges the code segments of your file, getting them into single segments per file. Defragmenting the hard drive organizes better the files, allowing the processor to find them much faster. Videogames like SimCity 4 tend to fragment files to a huge extent--I've read about some cases in which the game starts running much faster (performance times improving by several minutes) with some disk defragmentation. Also, considering the huge amount of regions you have there, it wouldn't surprise me that file fragmentation is causing the slowdown.

    Or, it could be any of these other possibilities:

    - You have unnecessary programs running while playing the game (if it's a Windows computer, check the taskbar icons--close/deactivate as many as you can when you intend to play the game).

    - Check if you're using hardware or software rendering. Depending on your computer's graphics card, it may or may not support hardware rendering. Try experimenting with both settings to check which one works best for you. You may also have to adjust other graphic settings in order to improve performance (effects such as the waves and the clouds eat a lot of RAM).

    That pretty much covers the ground. To be sure, check the controls on your graphics card. Make sure they are all set to 'application selected' or equivalent wording. The game can't use any options, even anti-aliasing, so there is no point in having them on, and the game might crash if they are.

    With a windows system, defragmentation and disk cleanup are very important. You should defragment weekly, and disk cleanup should run before your monthly backup. Keep your trash bin empty, especially before a defragmentation run.

    My Sc4 game crash sometimes due to missing plugins but it ok now after i reorganized my plugins folders. Many cities that i played last year could not play ( yeap, open for few second and after that .... zap! SC4 closed/exit windows itself. I used this program to do disk cleanup every 2-3 weeks. sw_diskmax.jpg. Maybe having too many plugins clog my SC4! I guess. Well Richard, Dragonxander and A Nonny Moose thank you very much for you advices and replied. I need to look deeply into my problem before i decided to upgrade my hardwares if that is the last result! Having nickname RiCHBoyZ does not mean i am rich! But having high wealthy residents in your city is priceless! LOL

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    What model is your processor and your motherboard? Have you thought about overclocking your proc? Depending on your MB and proc you may be able to tweak your system to get a little more horsepower out of it. I have an E6400 which runs at 2.13GHz stock but I've had it overclocked to 3.23 for the last several years. Mind you overclocking is not for the meek and uninformed. There is always the risk of cutting the life of the processor short. But if you do your homework and make small adjustments instead of big leaps it may turn out well for you.

    If this is something that you are interested in then you need to go here. Overclock.net is to the computer enthusiast as simtropolis.com is to the SC enthusiast.


      Edited by Vern  

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    What model is your processor and your motherboard? Have you thought about overclocking your proc? Depending on your MB and proc you may be able to tweak your system to get a little more horsepower out of it. I have an E6400 which runs at 2.13GHz stock but I've had it overclocked to 3.23 for the last several years. Mind you overclocking is not for the meek and uninformed. There is always the risk of cutting the life of the processor short. But if you do your homework and make small adjustments instead of big leaps it may turn out well for you.

    If this is something that you are interested in then you need to go here. Overclock.net is to the computer enthusiast as simtropolis.com is to the SC enthusiast.

    i do not oc since my rig running 24/7...... here some cpuz

    rigq.jpg


      Edited by RiCHBoyZ  

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    You should defrag much more frequently. It is not only plugins that get to be multi-extent, the worst offenders are the city tiles themselves. As you play a city, its tables get bigger with every lot development. When you do a save you have every good chance of creating yet another extent for the city file. NTFS/FAT32 has no way of knowing how big an extent to make so it gives you the default size. As this overflows, you get another, and another, etc.

    Say you ran for four hours and did a save every 15 minutes. That's 16 saves, and it is likely that you will have generated at least 8 more extents.

    If you can run your defrag utility on single folders, try running it on either the actual region you've been playing or the entire regions folder, every night.

    You should also check the size of your page file. It should be at least 2GB per processor, or twice your RAM size whichever is greater. If you are running XP or earlier, the maximum is 4095MB, and you should set it so that this is a fixed size, and not managed by windows. If you want to, there is a technique to make the swap file (virtual memory, page file) a single extent, but this requires some handsprings with the O/S.


      Edited by A Nonny Moose  

    Beware: Emancipated user.  No Windoze for me.
    The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
    Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
    If you always do what you've always done, you'll mostly get what you've always got.
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    "We have met the enemy, and he is us" - Walt Kelly

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    Your CPU is really slow, particularly for a game like this. Only 1.86 GHz? I have a 2.8 (OC'ed to 3.3GHz), and it still lags in large cities. Your CPU must be choking on this game. Forget the minimum requirements; you need a fast modern CPU to avoid lag in anything bigger than a one horse town.


      Edited by Cobhris96  

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    Your CPU is really slow, particularly for a game like this. Only 1.86 GHz? I have a 2.8 (OC'ed to 3.3GHz), and it still lags in large cities. Your CPU must be choking on this game. Forget the minimum requirements; you need a fast modern CPU to avoid lag in anything bigger than a one horse town.

    I am afraid I have to disagree here. This program was written for a Pentium III with 256K of memory. If you overload it with plugins, the problem is yours, not the game's. What really slows up the game are all the things it wasn't written to withstand. Unfortunately, CPU power is one of the few things that will help it these days short of a multi-processing recompile.

    If you have umpteen gigs of plugins, think of all those memory tables you have committed. They could very well wind up being paged. The only good solution to that kind of paging is an SSD. If you don't need all those plugins move them to another folder and you'll find that your game may very well speed up.

    In a big city, memory management including paging may very well help to slow your game down. If windows is controlling your swap space, it will be mutli-extent with the resulting overheads. Waits for swap I/O can really hurt.

    Many players play on high speed. What's the rush? This is supposed to be a leisure time activity. If the game is slow, it's your fault because you have overloaded the poor simulator, which will try to please you, but it is only a machine, poor thing, and elderly too. Run at the lowest speed and keep a book handy to read. If the game can't multiprocess, you can.


    Beware: Emancipated user.  No Windoze for me.
    The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
    Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
    If you always do what you've always done, you'll mostly get what you've always got.
    JohnNewSig.gif
    "We have met the enemy, and he is us" - Walt Kelly

    Come join us at the Moose Factory

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    Your CPU is really slow, particularly for a game like this. Only 1.86 GHz? I have a 2.8 (OC'ed to 3.3GHz), and it still lags in large cities. Your CPU must be choking on this game. Forget the minimum requirements; you need a fast modern CPU to avoid lag in anything bigger than a one horse town.

    I am afraid I have to disagree here. This program was written for a Pentium III with 256K of memory. If you overload it with plugins, the problem is yours, not the game's. What really slows up the game are all the things it wasn't written to withstand. Unfortunately, CPU power is one of the few things that will help it these days short of a multi-processing recompile.

    It may have been written for that, but the truth is that SC4, even with no plugins whatsoever, will lag on the majority of computers if you try to build anything larger than a small town. I remember SC4 lagging all to hell on my parents' old 2.4GHz P4 with 256MB RAM before I had even heard of plugins. I remember it lagging on the 2.8GHz Pentium D with 1GB RAM that I got for Christmas in 2006. Regardless of what the system requirements say, the reality is that SC4 will strain any machine once you start to build anything reasonably sized in the game.

    Also, minimum system requirements don't necessarily mean that the performance on those specs will be decent or enjoyable. Most games barely chug along on systems built to the min specs; most publishers/developers purposefully put the lowest possible configuration on the box in order to increase sales, even if anyone playing that configuration will be absolutely miserable.

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    Your CPU is really slow, particularly for a game like this. Only 1.86 GHz? I have a 2.8 (OC'ed to 3.3GHz), and it still lags in large cities. Your CPU must be choking on this game. Forget the minimum requirements; you need a fast modern CPU to avoid lag in anything bigger than a one horse town.

    I am afraid I have to disagree here. This program was written for a Pentium III with 256K of memory. If you overload it with plugins, the problem is yours, not the game's. What really slows up the game are all the things it wasn't written to withstand. Unfortunately, CPU power is one of the few things that will help it these days short of a multi-processing recompile.

    It may have been written for that, but the truth is that SC4, even with no plugins whatsoever, will lag on the majority of computers if you try to build anything larger than a small town. I remember SC4 lagging all to hell on my parents' old 2.4GHz P4 with 256MB RAM before I had even heard of plugins. I remember it lagging on the 2.8GHz Pentium D with 1GB RAM that I got for Christmas in 2006. Regardless of what the system requirements say, the reality is that SC4 will strain any machine once you start to build anything reasonably sized in the game.

    Also, minimum system requirements don't necessarily mean that the performance on those specs will be decent or enjoyable. Most games barely chug along on systems built to the min specs; most publishers/developers purposefully put the lowest possible configuration on the box in order to increase sales, even if anyone playing that configuration will be absolutely miserable.

    • Any simulation will lag when you reach its basic table set limit as it goes about getting more memory
    • It will also lag as the universe of discourse grows
    • If you find it lagging, reduce the loop speed, and it should even out a little.
    • I don't have much lag, and I am running a city with 500K people on a mostly filled large tile with a JIT kernel module translating windows requests on the fly. My main problem is CTDs, that have to do with the sensitivity of the JIT kernel beta version. I have medium fast CPUs and 4GB of real with 10GB of virtual which doesn't seem to be in use. I don't have many plugins (less than 500 K). Paging will cause excessive lag if your tables no longer fit into RAM.


    Beware: Emancipated user.  No Windoze for me.
    The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
    Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
    If you always do what you've always done, you'll mostly get what you've always got.
    JohnNewSig.gif
    "We have met the enemy, and he is us" - Walt Kelly

    Come join us at the Moose Factory

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    Your CPU is really slow, particularly for a game like this. Only 1.86 GHz? I have a 2.8 (OC'ed to 3.3GHz), and it still lags in large cities. Your CPU must be choking on this game. Forget the minimum requirements; you need a fast modern CPU to avoid lag in anything bigger than a one horse town.

    It may have been written for that, but the truth is that SC4, even with no plugins whatsoever, will lag on the majority of computers if you try to build anything larger than a small town. I remember SC4 lagging all to hell on my parents' old 2.4GHz P4 with 256MB RAM before I had even heard of plugins. I remember it lagging on the 2.8GHz Pentium D with 1GB RAM that I got for Christmas in 2006. Regardless of what the system requirements say, the reality is that SC4 will strain any machine once you start to build anything reasonably sized in the game.

    Also, minimum system requirements don't necessarily mean that the performance on those specs will be decent or enjoyable. Most games barely chug along on systems built to the min specs; most publishers/developers purposefully put the lowest possible configuration on the box in order to increase sales, even if anyone playing that configuration will be absolutely miserable.

    With this rig I've not having any lagging problem while running massive 6GB plugins!!! The CPU even steadily handling city with 3 millions populations. Only after i reorganized my plugins folders then the problem started. I cant blame my spec because i don't have trouble b4. I did set everything to high setting, my cpu still managed to running smoothly without plugins. CPU usage steadily between 50% ~ 55%, Memory usage around 400k. SC4 game just appetizer my PC spec.

    • Any simulation will lag when you reach its basic table set limit as it goes about getting more memory
    • It will also lag as the universe of discourse grows
    • If you find it lagging, reduce the loop speed, and it should even out a little.
    • I don't have much lag, and I am running a city with 500K people on a mostly filled large tile with a JIT kernel module translating windows requests on the fly. My main problem is CTDs, that have to do with the sensitivity of the JIT kernel beta version. I have medium fast CPUs and 4GB of real with 10GB of virtual which doesn't seem to be in use. I don't have many plugins (less than 500 K). Paging will cause excessive lag if your tables no longer fit into RAM.

    Normally when i run SC4, i minimize all services process to at least 20 i even stop spoolsv.exe and unnecessary svchost.exe! Its works well on my spec until i reorganized my plugins folders. No lagging when running city below 4M ( 3.157M currently) Biggest region around 12.8M. I was happy with my PC spec back then. Today i got a chance to oversee & view all of my plugins folders and found out many "mega pack" files redundant/duplicated/same file dif. name and all sort of redundancy. Have not done yet clearing all the mess and i hope to continue build my city ASAP. Wish me luck!

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    Plugin size shouldn't affect anything except the initial load, but duplicate and junk plugins could take up space that will cause the program to start paging unless you have tons of memory. There are two factors here that can slow you up:

    1. Paging takes at least one disk access to get stuff into memory.
    2. If your page file is fragmented, it could take one and a half disk rotations for disk access to complete.
    If you page a lot while going around the main loop, you could have a lot of trouble. If you have a disk access indicator, see if it's flashing when your are playing your game and not doing anything. This is an indication of paging in the main loop. It is a form of disk thrashing.
      Edited by A Nonny Moose  

    Beware: Emancipated user.  No Windoze for me.
    The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
    Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
    If you always do what you've always done, you'll mostly get what you've always got.
    JohnNewSig.gif
    "We have met the enemy, and he is us" - Walt Kelly

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    I did a few adjustment to page file size and neat and tidy up my plugins folders but not much improves to the game speed in concerned. Last night i tweaked few command in graphic rules.sgr and adding appropriate VGA id list and i can see the game speed increased much faster than before. Specially from underground view (WATER MODE)to normal view (surface) but still waiting long when shifting from ZONE view to normal. The new Nvidia vendor id card list a bit hard to incorporate into the video card.sgr (http://developer.nvidia.com/attach/10162) / (http://developer.nvidia.com/object/device_ids.html) Sc4 are playable now but suffered from few aspect like i said above and also when back out due to disconnected power line to the city resulting the game halted a few minutes and resume okay after that but halted again when reconnected the power lines....Hate this one!


      Edited by RiCHBoyZ  

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    Technically, from the O/S point of view, it sounds like you have done what is necessary. Did you arrange to have the swap file in a single extent? That is the only thing that can make much more improvment to the operating system overhead. Doing this is a bit tricky, involving several reboots while fixing things.


    Beware: Emancipated user.  No Windoze for me.
    The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
    Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
    If you always do what you've always done, you'll mostly get what you've always got.
    JohnNewSig.gif
    "We have met the enemy, and he is us" - Walt Kelly

    Come join us at the Moose Factory

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    • I don't have much lag, and I am running a city with 500K people on a mostly filled large tile with a JIT kernel module translating windows requests on the fly. My main problem is CTDs, that have to do with the sensitivity of the JIT kernel beta version. I have medium fast CPUs and 4GB of real with 10GB of virtual which doesn't seem to be in use. I don't have many plugins (less than 500 K). Paging will cause excessive lag if your tables no longer fit into RAM.

    So you mean to tell me that the game runs at cheetah speed on a city of that size with no slowdowns or pauses in the calendar? I don't have graphical lag or scroll lag or anything like that; just points at which the simulation clock runs more slowly than it is supposed to, which makes the game take longer to play. This is sometimes reflected in the animations not running smoothly.

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    • I don't have much lag, and I am running a city with 500K people on a mostly filled large tile with a JIT kernel module translating windows requests on the fly. My main problem is CTDs, that have to do with the sensitivity of the JIT kernel beta version. I have medium fast CPUs and 4GB of real with 10GB of virtual which doesn't seem to be in use. I don't have many plugins (less than 500 K). Paging will cause excessive lag if your tables no longer fit into RAM.

    So you mean to tell me that the game runs at cheetah speed on a city of that size with no slowdowns or pauses in the calendar? I don't have graphical lag or scroll lag or anything like that; just points at which the simulation clock runs more slowly than it is supposed to, which makes the game take longer to play. This is sometimes reflected in the animations not running smoothly.

    I don't think you've been reading my other posts. I hardly ever run at cheetah speed, and only for short bursts. What's the rush? If your game takes a bit of time, keep some reading material to hand.

    You shouldn't be idle waiting for the program. Do something useful, like read. If I start something that I know will take a long time, like a map render, I do other stuff around the place keeping an occasional eye on it. Running the game flat out because you can is taking a liberty with the kernel of your life. Slow down and live a little longer.


    Beware: Emancipated user.  No Windoze for me.
    The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
    Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
    If you always do what you've always done, you'll mostly get what you've always got.
    JohnNewSig.gif
    "We have met the enemy, and he is us" - Walt Kelly

    Come join us at the Moose Factory

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    • I don't have much lag, and I am running a city with 500K people on a mostly filled large tile with a JIT kernel module translating windows requests on the fly. My main problem is CTDs, that have to do with the sensitivity of the JIT kernel beta version. I have medium fast CPUs and 4GB of real with 10GB of virtual which doesn't seem to be in use. I don't have many plugins (less than 500 K). Paging will cause excessive lag if your tables no longer fit into RAM.

    So you mean to tell me that the game runs at cheetah speed on a city of that size with no slowdowns or pauses in the calendar? I don't have graphical lag or scroll lag or anything like that; just points at which the simulation clock runs more slowly than it is supposed to, which makes the game take longer to play. This is sometimes reflected in the animations not running smoothly.

    I don't think you've been reading my other posts. I hardly ever run at cheetah speed, and only for short bursts. What's the rush? If your game takes a bit of time, keep some reading material to hand.

    You shouldn't be idle waiting for the program. Do something useful, like read. If I start something that I know will take a long time, like a map render, I do other stuff around the place keeping an occasional eye on it. Running the game flat out because you can is taking a liberty with the kernel of your life. Slow down and live a little longer.

    I have to run at cheetah speed if I want to have any hope of even building my urban city core before I turn 50. The inner city itself is supposed to take up 9 tiles; I've only got 4 or 5 developed so far. That doesn't even include the dozens and dozens of tiles of suburbs that I want to build. SC4 tiles are 16 square kilometers; most real large cities are hundreds to thousands of square kilometers and take dozens of tiles to build up in SC4 (the city I live in IRL takes over an hour to drive across when there is no traffic on the freeway at all). I'm not content building small sleepy towns, which is all I'll get with turtle speed or even rhino speed.

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    Good grief, you must have a very, very full tile or a slow machine. Since I don't go in for really crowded tiles, I can't really appreciate your problem. Do you have a lot of background stuff running using up your processor cycles?


      Edited by A Nonny Moose  

    Beware: Emancipated user.  No Windoze for me.
    The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
    Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
    If you always do what you've always done, you'll mostly get what you've always got.
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    "We have met the enemy, and he is us" - Walt Kelly

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    You should defrag much more frequently. It is not only plugins that get to be multi-extent, the worst offenders are the city tiles themselves. As you play a city, its tables get bigger with every lot development. When you do a save you have every good chance of creating yet another extent for the city file. NTFS/FAT32 has no way of knowing how big an extent to make so it gives you the default size. As this overflows, you get another, and another, etc.

    Say you ran for four hours and did a save every 15 minutes. That's 16 saves, and it is likely that you will have generated at least 8 more extents.

    If you can run your defrag utility on single folders, try running it on either the actual region you've been playing or the entire regions folder, every night.

    You should also check the size of your page file. It should be at least 2GB per processor, or twice your RAM size whichever is greater. If you are running XP or earlier, the maximum is 4095MB, and you should set it so that this is a fixed size, and not managed by windows. If you want to, there is a technique to make the swap file (virtual memory, page file) a single extent, but this requires some handsprings with the O/S.

    Thank you for the tip!

    I checked my computer (control panel - system - advanced - performance/settings - advanced - virtual memory/change) and found my setting was only half the 4092 maximum permitted. With the button "custom size" turned on, I entered "4092" then clicked "set" and "OK". (No wonder my medium-sized city was stuttering so much eh?)

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    Have you considered using SC4 Startup Manager? It can help you reduce how much of your plugins is loaded into memory. This is specially useful if you know you have regions which you won't be using certain plugins. Its also pretty useful for troubleshoot conficts without having to drag and drop folders in and out of the plugin folder.

    EDIT: It also will allow you to hide some of those regions that you don't use often from the main menu. Having them show back on the menu is as easy as dragging and dropping.

    EDIT: Startup Manager uses those desktop.ini files so if you do use some sort of automatic cleanup you should mark them for exception.


      Edited by Vern  

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    <br />Have you considered using SC4 <a href='https://www.simtropolis.com/forum/files/file/21376-sc4-startup-manager/' class='bbc_url' title=''>Startup Manager</a>? It can help you reduce how much of your plugins is loaded into memory.  This is specially useful if you know you have regions which you won't be using certain plugins.  Its also pretty useful for troubleshoot conficts without having to drag and drop folders in and out of the plugin folder.<br /><br />EDIT: It also will allow you to hide some of those regions that you don't use often from the main menu.  Having them show back on the menu is as easy as dragging and dropping.<br /><br />EDIT: Startup Manager uses those desktop.ini files so if you do use some sort of automatic cleanup you should mark them for exception.<br />
    <br /><br /><br />

    my sc4 game pretty much playable now, currently i think i don't need startup manager but already downloaded it. The year running smooth at >, >> & >>> speed. I also remove all of my region and left 2 folders (region) but still not improves the game overall speed. Maybe i getting 2TB HDD by end of this month, seem my OS hardisk running out of space and just left 1% free space.

    About the swap file in a single extent as A Nonny Moose suggested i still wait uncle Google to provide me solution aka guide...:P

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    It has been a long time since I have done this, but I think this method will do the trick. You have to run nothing but the system while going through these evolutions. And if you have only 1% space left, it may not work until you get a bigger disk or you prune some of the stuff you no longer want. Another possibility is to migrate stuff you don't access very much to a set of CD's or DVD's then delete them.

    Make sure you trash bin is empty.

    Make sure your disk is cleaned up and defragged.

    Set up to do a chkdsk, and do a boot to run it.

    When this is all done you are ready.

    Enter your system control panel and access the virtual memory panel.

    Turn off virtual memory (swap file).

    Boot

    Find the swap file (it is hidden and has an extension of .swp) and delete it.

    Empty your trash.

    run a defrag.

    Back to the virtual memory panel and set your swap file back on, and both minimum and maximum to 4095, and set so windows doesn't manage this.

    Boot

    And there you are. This is XP specific.

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    Beware: Emancipated user.  No Windoze for me.
    The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
    Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
    If you always do what you've always done, you'll mostly get what you've always got.
    JohnNewSig.gif
    "We have met the enemy, and he is us" - Walt Kelly

    Come join us at the Moose Factory

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