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 New TWGS Timings 
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Gunnery Sergeant

Joined: Thu Sep 13, 2007 1:40 pm
Posts: 20
Unread post New TWGS Timings
Just an interesting observation. Cashing speed now can be very different between players just based on ping times depending on what new timing settings are used.

I changed ship/move attack delay to lowest 25ms constant and set emulation latency to no delay and ran wsst with twxproxy running on the same computer as twgs. Ping average according to mombot ping command varies between 0-5ms most of the time unless computer is doing another intensive task.

WSST has dropped nearly 3 billion in citadel in 6 hours. That seems like a ton and screen moves so fast I can hardly see what it is doing.

This is TWGS on a slow 150gb HD and the processor on that computer is 1.3ghz amd athlon II neo. (HP Microserver, awesome storage computer)


Sun Jun 12, 2011 12:03 am
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Joined: Sun Dec 24, 2000 3:00 am
Posts: 3150
Location: USA
Unread post Re: New TWGS Timings
I optimized the IO and events so it has the potential to run much faster than it did. That's why the timings are in there. They need to be balanced so that the game runs about as fast as you're used to.

I'm thinking about allowing ship movement to be turned off entirely like the other delays, so 25 ms wouldn't even be the minimum speed. There would still be a synch delay in there to make sure the game doesn't move so fast that it pushes CPU too high. I calibrated all of the synch delays based on the twgs.classictw.com system so that no operation can push the CPU above 5%. So that's the fastest the game can run. Those settings are not op-configurable, though I'll change them to tweak game pace if the players believe something is too fast or two slow relative to TWGS v1.03.

I know that with 1 mbps IO and zero latency, on a local connection, I can push the full 1 mbps of output just displaying the main menu. On v1.03, it was only possible to get about 130 kbps. And that'll pull about 4-5% CPU. So it's pretty fast and efficient now.

The main thing to keep in mind is that faster isn't better, and there's no guarantee that the game will be stable when running at full speed. The ideal would be to have a moderately fast pace with plenty of CPU to go around. And with the pace locked in and not CPU-dependent, as systems continue to get more powerful, there will just be more CPU to go around.

Oh, and you mentioned ping times varied from 0-5 ms. That's actually within measurable error. I'm comfortable with ping variations up to +/- 10 ms. I don't think it can be done better than that. But that's still a major improvement over having some players with 5-10 ms ping and some with 150+ ms ping. It'll make connection latency less of a factor in the games.

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John Pritchett
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Sun Jun 12, 2011 12:28 am
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Veteran Op

Joined: Tue Nov 28, 2006 4:04 pm
Posts: 5025
Unread post Re: New TWGS Timings
If he was logged in locally, the speed would be much faster than anyone elses speed considering he has no connection speed loss.


Sun Jun 12, 2011 9:45 am
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Joined: Sun Dec 24, 2000 3:00 am
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Unread post Re: New TWGS Timings
If you're logged in locally, you can still set your IO speed to what you expect for a connection, as well as your latency, and it won't run faster than an Internet connection. But yeah, if you want it to run like lightning, it can run pretty fast on a local connection.

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John Pritchett
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Help fund the TradeWars websites! If you open a hosting account with A2 Hosting, the service EIS uses for all of its sites, EIS will earn credits toward its hosting bill.


Sun Jun 12, 2011 10:03 am
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Gunnery Sergeant

Joined: Thu Sep 13, 2007 1:40 pm
Posts: 20
Unread post Re: New TWGS Timings
Yes this was all locally with TWGS and twxproxy on the same computer. Obviously, that is an extreme case but I though it was interesting how fast things can go now.


Sun Jun 12, 2011 1:13 pm
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