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Post by srhammett on Nov 2, 2018 13:20:13 GMT
In a review of COADE I recently posted on Steam, I praised the game for how it runs pretty well on my i5, HD4000 laptop, which is close to the minimum specs given by the dev on the store page. I finished the campaign on it, and currently I only have a few levels left to upgrade to gold.
I have a real desire, however, to crank up the graphics settings and watch my battle scenes play out in their full glory, w/minimal lag, no matter how busy the battle space. In other words, I'm close to pulling the trigger on a new PC (and apologizing later, as they say!).
The dev doesn't give suggested/recommended sys. reqs., however, so can anyone else help me out? I'm not into building/modding pc's at this point, so ideally I'm looking to buy a system that's all equipped and ready, for games like COADE, KSP and the upcoming SimpleRockets 2. Total cost is a definite factor - can I do it for under a grand?
Thanks in advance!
Stu Hammett
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Post by AdmiralObvious on Nov 3, 2018 3:09:58 GMT
Well, most systems run the game the same, save for those with lower spec processors, and systems with low end integrated cards.
I've got a fairly above average system, especially for it's age. Particularly for this game.
I've got an i7-4770 and a GTX 960. It runs great. The hard drive is quite old though, but that's not an issue for this game.
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Post by AtomHeartDragon on Nov 3, 2018 10:26:39 GMT
Also, with enough missiles, drones, low velocity kinetic spam, any long range kinetic spam, droptanks, payloads, or super-long range lasers you can bring any system to its knees.
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Post by srhammett on Nov 4, 2018 11:55:42 GMT
Thanks guys. Anyone else?
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Post by airc777 on Nov 4, 2018 16:21:00 GMT
CoaDE and KSP can both run on fairly lean and cheap systems. This is a bit subjective as the lower bounds of what resolution and frame rate is considered 'playable' varies from user to user. I don't currently have access to a second, lower power pc with which to confirm this, but I feel like this game could be ran on a 300 or 400 U.S. dollar desktop in 1920x1080p at a 'reasonable' frame rate. I also believe the general consensus on the forum is that the game is processor limited rather then graphics card limited, so a 'high end' graphics card isn't really necessary. If there are other games that you intend to play that have listed system requirements you should look at those and build that system and it will probably have no trouble at all also running this game.
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Post by Rocket Witch on Nov 4, 2018 18:19:55 GMT
CDE should run on max settings fine with any dedicated graphics processor, say something like a 30 series nvidia. I'm not sure the game is actually light on the GPU since looking at things drains performance more than looking away, but this may be an engine-based limitation instead, like how Dark Souls chugs in Blighttown when facing certain directions regardless of your system's capabilities. With multithreading still generally unsupported, you want high per-core performance for games. PassMark has a CPU list sorted by this metric, with some near the top being relatively cheap: www.cpubenchmark.net/singleThread.html
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Post by honeyfox on Nov 21, 2018 15:34:35 GMT
I did some debug/break tests to interrupt the execution of the game several weeks ago. 8~9 out of 10 breaks are paused inside some collision related functions. So from these observation, CDE's performance bottleneck is still on CPU side. GPU workload should be pretty light in most cases.
Here is my guesstimate: each projectile (missiles/flak shells too) launched from railguns/launchers will do collision check per frame. Performance will be extremely bad whenever the "Ignore Range" option is used in a long-range battle because the coexisting projectile count can exceeds magnitude of 10^4 or even reaches 10^5 in just half a minute. Besides, one flak shell will consume more CPU time than one typical railgun projectile due to its extra fuse logic.
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Post by AtomHeartDragon on Nov 22, 2018 21:34:51 GMT
I wonder if some sort of space partitioning techniques couldn't be used to greatly reduce the number of collision and AI checks for pairs of objects.
Could work wonders for CDE's performance.
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