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color depth
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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Mon Feb 13, 2012 9:48 pm    Post subject:  color depth Reply with quote  Mark this post and the followings unread

I don't get it...
if TS is 16bit color, then why did they limit themself with these pallets
to such small amount of colors... ?

1998/9 wasn't year of shitty cards anymore if that was a problem...

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Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Tue Feb 14, 2012 9:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

From what I know TS was built from RA1 that was built from C&C95 and it built from C&C dos.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Feb 14, 2012 10:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

What Allen said.

Only the output is 16 bit, every asset (be it shp, pcx, vpl, vxl) uses 256-colored palettes. And tbh, this is relatively simple in the case of vpls... I guess they did that for the lookup table.

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ChronoSeth
Sergeant


Joined: 13 Mar 2010
Location: Canada

PostPosted: Wed Feb 15, 2012 8:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Using palettes would have allowed considerably smaller sizes for the images, at any rate.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Wed Feb 15, 2012 9:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Exley wrote:
1998/9 wasn't year of shitty cards anymore if that was a problem...
I remember reading (can't recall the source right now) that WW wanted TS to be able to run without a seperate graphics card, or at least on the low-end cards. Also what Chronoseth said, less disk space and less RAM used.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Wed Feb 15, 2012 11:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

as Rampastein said, I think they were catering to lower end systems of the day
I also remember WW saying/advertising that TS would not need a gfx card to run

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Feb 16, 2012 12:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Voxel tech was also brainstormed and created so it would require least amount of memory when computing graphics.

Also remember that the game was also designed to run and the default speed level, any higher was just "if you computer can, then do it".

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Thu Feb 16, 2012 11:38 am    Post subject: Reply with quote  Mark this post and the followings unread

nice info here, thanks Smile

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu Feb 16, 2012 12:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Taking all this into account
I don't understand why TS still has occasional slow downs even on systems that are WAY higher than required/recommended spec

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Feb 16, 2012 1:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

From what I've learned from Hyper's quest, the engine is obnoxiously inefficient when it comes to memory usage. It even checks and reads some animations a dozen times for no reason, wasting memory and time.

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SMIFFGIG
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Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu Feb 16, 2012 2:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Something they seem to have ironed out by the time RA2 came out

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Thu Feb 16, 2012 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

On the other hand RA2 seems to run slower than TS on some systems, at least on mine. AFAIK the main reason why TS can be unplayable on some modern systems is that it doesn't have VideoBackBuffer.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Feb 16, 2012 4:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ra2 loads a horrible huge amount of unnecessary big SHPs and other game files which clutter up the RAM. The 25% bigger ingame art isn't only visually but also disk-space wise 25% bigger.
If Ra2 would use the much smaller TS graphics, i guess it would run also a lot faster. (The same way DTA runs a lot faster than vanilla TS, because it uses the even smaller TD graphics)

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Thu Feb 16, 2012 7:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

There LKO goes again, talking about RA2 from a totally naive point of view. You'd think he'd stop after 4 or 5 times being told he's wrong.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Feb 16, 2012 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry Lin, but your reasoning is laughable. Perhaps you should acquaint yourself on RA2 before making these assumptions.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Feb 16, 2012 8:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

m7 wrote:
There LKO goes again, talking about RA2 from a totally naive point of view. You'd think he'd stop after 4 or 5 years being told he's wrong.

fixed that for you #Tongue

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Thu Feb 16, 2012 8:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
If Ra2 would use the much smaller TS graphics, i guess it would run also a lot faster. (The same way DTA runs a lot faster than vanilla TS, because it uses the even smaller TD graphics)
If it used TS-size graphics it'd just have to draw more of them to fill the size of the screen. In addition I don't think DTA 1.11 runs much faster than TS anymore. Previous versions of DTA did, but the maps were very small and undetailed, the AI was simpler (and built less units), the amount of animations was much smaller etc.

The amount of RAM reserved by TS or RA2 shouldn't be a problem at all nowadays, so it definitely isn't that slowing RA2 down on some systems. For me RA2 is still properly playable and all, I mostly notice it in the movement of the camera being less smooth than in TS and the game slowing down slightly when there's a lot of explosions and other effects on the screen, which I can't reproduce even on TI.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Feb 17, 2012 8:13 am    Post subject: Reply with quote  Mark this post and the followings unread

@m7: I've long ago removed everything from Ra2 and stripped it down to the smallest possible size by giving each side only one unit of each type and the default buildings (all civil stuff, unnecessary terrain and animations etc removed).
The result was, the game, menu and map loading times where 2 to 10 times faster (it even beat TS, which has already almost no loading times) and ingame the speed was 3-5 times faster. (it was a perfect testing platform, as it didn't takes you a minute from windaft until you're finally ingame to test the changes; unfortunately i removed it again when i stopped modding Ra2)
So the bigger Ra2 files and the higher amount of them compared to TS really do have a negative effect on the performance. (just compare the 70 MB of TS with the 300 MB of Ra2)

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Fri Feb 17, 2012 9:39 am    Post subject: Reply with quote  Mark this post and the followings unread

LKO does have a point this time but it's pretty much stating the obvious - loading more files takes more time.

Altough who gives a shit about loading times as long as it does not take forever. What really matters is how fast it runs in-game, where amount of files is hardly the most important factor to consider, altough common sense would be to get rid of any truly unnecessary stuff.

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Last edited by Starkku on Fri Feb 17, 2012 9:46 am; edited 2 times in total

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Feb 17, 2012 9:44 am    Post subject: Reply with quote  Mark this post and the followings unread

You're saying that you removed nearly everything - of course it loaded faster.
If you'd only reduced the sizes of SHPs, perhaps you'd get more reasonable results?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Feb 17, 2012 10:01 am    Post subject: Reply with quote  Mark this post and the followings unread

I wasn't nitpicking with the removed files. Of course a start would be to remove all the building destruction anims, especially the civilian ones where many of them can be already several MB big.
It was just a test back then to see if it's the engine that makes the game slower or the bigger mix files.
You shouldn't obsess too much about it. Wink

@Starrku: when testing stuff, i want to be immediately ingame and not wait for the game loading the mix, menu and a map. Regarding this, TS is much more modding friendly as i can go up 5 times ingame and change the ini in 1 minute, while in Ra2 it would be possible to test a change only 1 time. It's simply faster to test stuff in TS and if you want to find out the true functionality of a key, you are often forced to set it to at least 3 to 5 different values and check out the difference ingame.
If i imagine doing my tiberium debris tests in Ra2, i probably would've gone mad from the long loading times, as i had to start the game about a hundred times (testing the effect of the power key for values from 1 to 50 and see which warhead animation is used, creating 26 different animations with debris, testing if the debris are shown correct and not mixed up between different tiberium types etc etc).

Last edited by Lin Kuei Ominae on Fri Feb 17, 2012 10:13 am; edited 1 time in total

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Fri Feb 17, 2012 10:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
It was just a test back then to see if it's the engine that makes the game slower or the bigger mix files.
Or the amount/size of objects actually used ingame? Having more assets makes loading times slower, but it shouldn't really affect ingame performance if those assets are just loaded in RAM but aren't used in the map at all. If you leave only a few terrain objects, unit types and animations and detail a map properly with them, I think it should be slower ingame again despite loading times being very fast.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Fri Feb 17, 2012 2:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
It's simply faster to test stuff in TS and if you want to find out the true functionality of a key, you are often forced to set it to at least 3 to 5 different values and check out the difference ingame.


Oh look, more of your 'my opinion is fact' bullshit. Not only does it take approx 30 seconds to load up RA2/YR/Ares on my system, but I can also have a directory full of files and a 1mb rules file. Seems like this claim of yours is pretty much moot. (lol moot)

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Feb 17, 2012 2:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is getting out of hand, and really ridiculous.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Feb 17, 2012 3:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

@m7: it might be my system only, that RA2 runs a lot slower than TS, but it is a fact (in TS i'm from windows in exactly 7 seconds ingame; in Ra2 exactly 43 seconds). And it would be nice if you wouldn't become personal or obsess about such a trivial thing. Wink

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Feb 17, 2012 8:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

LKO... you're equally obsessed about your point of view. Have some perspective..

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FurryQueen
General


Also Known As: Fen
Joined: 24 Jul 2010

PostPosted: Fri Feb 17, 2012 10:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

ztype you all. TS and RA2 load at the same pace on my system.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Sat Feb 18, 2012 12:37 am    Post subject: Reply with quote  Mark this post and the followings unread

not for me #Tongue

atleast comparing in skirmish
RA2 takes I'd say 2 times longer atleast to load

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blubb
General


Joined: 31 Jul 2005

PostPosted: Sat Feb 18, 2012 12:41 am    Post subject: Reply with quote  Mark this post and the followings unread

both TS and RA 2 Run perfectly on my old notebook, the load times are reasonable and pretty short and both of these games run pretty much as intendet, on my normal PC however both game suffer horrible slowdowns and RA 2 has long load times, longer than TS. whatever it is causing, it is not the Shp's nor the voxels, it's the engine itself.

on my notebook both games run not nearly but perfect. perfect performance, perfct load times, perfect animations without slowdowns, particles having no lags at all, scroll speed is at all times stable and smooth.

on my normal PC all these factors are suffering.

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iamn00b
Jumpjet Infantry


Joined: 23 Apr 2010
Location: indonesia, sticking at keyboard

PostPosted: Tue Feb 21, 2012 11:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

TS and RA2 load at same, even in my virtual PC in my notebook

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Wed Feb 22, 2012 5:29 am    Post subject: Reply with quote  Mark this post and the followings unread

I do believe the loading time is more of a factor due to RA2 getting rid of demand load feature, which for those not in the know meant that in Tiberian Sun, some assets were only loaded on "demand" from the hard disk and fetching from hard disk is slower than RAM while RA2 by my understanding loads mostly all to RAM and handful of things are streamed such as audio.

Performance wise, both present same laggy routines and same ailments, it is just that in Tiberian Sun, the lag is less obvious in general gameplay due to set of pace being far slower ingame while RA2 faster speed shows the lag spikes far more clearly while TS it is apparent when you exceed the lag threshold to notice everything running slower than it should.

As for me, I can't play TS as ingame it crawls slow making it rather non-pleasant and lack of videobufferthing disable doesn't help either while RA2 I can enjoy smooth run if its modded, in retail it runs shit.

From core point, both retail TS & RA2 are horribly unoptimized and without modding, they won't run to anywhere near good and even so, some fixes merely disable or reduce the bad points like trailers in debris which is actually most severe lag offender...actual debris is less severe, just points out the drawing code for such intensity draw is not well suited and you think only art is laggy? wrong, thanks to ingame detail slider and coding adjusted tests, you can tell that even AI pathfinding on some maps is plain terrible and causes huge lag even if you turned off about all anims and stuff and still no improvement, lag remains the same, big shocker.

In any case, LKO you won't like modding C&C generals and any later games then that all run on 3D engines as load times are much more pain Very Happy

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Feb 22, 2012 8:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:
In any case, LKO you won't like modding C&C generals and any later games then that all run on 3D engines as load times are much more pain Very Happy

Tiberium Wars: 15 seconds from desktop to ingame.

Disabling the EA logo was the best choice I ever made #Tongue

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FurryQueen
General


Also Known As: Fen
Joined: 24 Jul 2010

PostPosted: Wed Feb 22, 2012 9:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Enlighten me as to your haxor ways. I want to disable that shit too. #Tongue

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Feb 22, 2012 9:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah TW loads so fast.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Wed Feb 22, 2012 9:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have a feeling that the copy protection is slowing me down a lot in TW. It takes about 30 seconds before I even see the main menu, while a friend of mine with almost identical hardware gets there in just a few seconds (and he has circumvented the copy protection).

Oh and I'm talking about Tiberium Essence so no EA logo.

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