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WMMA 5 Performance


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Hey everyone!

 

I just bought a license for WMMA 5 today. I downloaded and imported (correctly) the Real World Mod. I think it has around 3500-3700 fighters. But when I advance (sim) the game - even a week - it is extremely slow and takes extremely long. I wanted the Real World Mod just so I could have all of the active fighters, companies, etc. I do not have a slow computer. I'm running Windows 10, with 2TB HD, 64bit, 12GB of RAM.

 

I'm just wondering why this is taking so long. It's been almost 25-30 minutes and it's only advanced to Wednesday of Week 2, so just over one week of simulation. I'm not sure if I did something wrong, or if the game just cannot run at a timely manner with that large of a database? I imagine others are using the RealWorldMod.

 

Are you guys having the same issue? Please let me know!

 

Thanks everyone.

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<p>Hello and welcome!</p><p> </p><p>

Unfortunately that just seems to be the nature of the beast. In my limited testing I've found the tipping point where it gets too slow for me to enjoy is somewhere between 1,500 and 2,000 fighters. The number of companies might have an impact as well. I notice the greatest slowdown when shows are processing or being scheduled. My current save only has about 300 fighters and it can sim at a rate of more than a year per hour if desired.</p>

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Sure thing. <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /> After a game has started there is no way to delete a character. But before a game has started, yes, you can modify and delete fighters and other characters (and adjust pretty much every other aspect of the game) through the database. There are some nice tools in there which allow you to make changes either one record at a time or in massive groups.
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If you could, could you list me the best tools (I guess?) for adding/deleting fighters,promotions, etc from the database? I apologize for all of the questions and requests, I just bought the license today. And I LOVE this game, I'm just frustrated with how long it's taking.
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<p>No worries. Well, for example, if I were trying to trim down a database I might start by deleting the fighters with the lowest "draw" power. Here's a link with some screens:</p><p> </p><p>

<a href="https://imgur.com/a/ryOKytp" rel="external nofollow">https://imgur.com/a/ryOKytp</a></p><p> </p><p>

So I'd go to the editor (pic 1), click on characters (pic 2), then click search (pic 3), use the "Max Name Value" filter to show only fighters with low level regional value or worse (pic 4), then hit close and your list will be reduced to just those low level drawing fighters. Then click mass delete (pic 5), select all, and hit mass delete again. It'll prompt you for confirmation then remove all the selected fighters. You could also use the search filters to, for example, select and delete all fighters from any company you don't want to keep, or from any weight classes you don't want to stay active, or fighters of a certain age range, etc. But name value is likely one of the best (or at least fastest) ways to filter out and delete a whole bunch of less-than-desirable fighters.</p>

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Not sure why it's taking so long though. My system is less impressive, and with a bunch of mods and almost 10000 fighters (4500 active) advancement from one day to another usually takes me 2-3 minutes (stops for notifications). With multiple days it also rarely exceeds 5 mins.
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I'm using a real world mod and although i doesn't definitely kill my enjoyment and i would love for more speed, it's not that slow as you seem to describe. I've been running games with large mods and it's been pretty manageable. I wouldn't advice to cut people or companies from the mod. It does make it faster, but I personally like to play/experience the whole world that was created in the mod. Obviously if you find it's the only way to enjoy the game, go for it. Either way, good luck and enjoy the game. You did a great purchase.
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I wonder what might be causing it to run so much slower on some systems than others. My gaming rig is not very new, but it's not a potato by any means either. When my old save got to about 2,100 fighters the performance slowed down to where it took more than an hour to sim one month. The more fighters were added after the more slowly it went. I think I'll download the real world mod when I get home tonight and run a test to see how long it takes to sim a single day. Maybe if some others with faster performance do the same we can start to isolate the differences.
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Actually I've been running into some 'problems' when installing the game on my newer pc. It sometimes takes half a minute to advance from one screen to the next. It's quite rare but it happens, whereas first it never happened, and that was on all my former PC's. Weird.

 

Is it because I installed it on program files x86? I think I did the same before.

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Actually I've been running into some 'problems' when installing the game on my newer pc. It sometimes takes half a minute to advance from one screen to the next. It's quite rare but it happens, whereas first it never happened, and that was on all my former PC's. Weird.

 

Is it because I installed it on program files x86? I think I did the same before.

A similar sounding thing happened to my big old save file. When trying to change fighters in the matchmaking screen it would take 15-20 seconds to properly display the first fighter. After that it would go back to normal until I closed and reopened the matchmaking screen again. Just weird intermittent lag. Anecdotal, but I've yet to see it again since scaling back to a much smaller database.

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<p>Is this the one you're using, F4CE1E55M4N?</p><p>

<a href="http://www.greydogsoftware.com/forum/showthread.php?t=542635" rel="external nofollow">http://www.greydogsoftware.com/forum/showthread.php?t=542635</a></p><p> </p><p>

I tried the first week of 2019 this evening and it took 15 minutes and 10 seconds to complete. Subsequent weeks would likely be even slower since there were no fight cards occurring during week 1.</p>

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That is correct. AI companies will have to check their weight class numbers and everything and need to schedule some events. It's why I would recommend using a toned-down real world mod as it's just a pain to wait that long on a massive database.
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="jjglvz" data-cite="jjglvz" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46527" data-ipsquote-contentclass="forums_Topic"><div>Doesn't the first week tend to be slower in Grey Dog games generally? Usually there's a load of reorganization and AI activity that needs to take place and then the game settles down in subsequent weeks.</div></blockquote>I know what you're saying, and I think as Blackman detailed that is often the case. But in this instance the second week was nearly identical, clocking in at 15 minutes and 22 seconds on my system. I'll try week three when I get home from work since it will be the first week with events actually running. The processing of events is usually where I see the greatest slowdown when I'm watching it closely.
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By the way the occasional slowdowns in accessing fighter data are indeed happening, not sure why. Usually 10-15 mins after launch, but not always either (i.e. when you click on a fighter and it takes about 10-15 seconds to load the fighter screen).
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="raufbold" data-cite="raufbold" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46527" data-ipsquote-contentclass="forums_Topic"><div>By the way the occasional slowdowns in accessing fighter data are indeed happening, not sure why. Usually 10-15 mins after launch, but not always either (i.e. when you click on a fighter and it takes about 10-15 seconds to load the fighter screen).</div></blockquote>Hmm, that's interesting. Did it start recently or has it been that way for long?<p> </p><p> To my surprise, week 3 was notably faster at 12 minutes and 39 seconds. But then I looked a bit closer and saw that only 1 fight card occurred. Week 4 was more like I initially expected. With 7 fight cards running that week, it was the longest week yet at 17 minutes and 14 seconds. So in total, that month took about an hour. I'd be very interested in hearing what kinds of times other people are seeing for similar sim lengths.</p>
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<p>All of this messing around with this database made me really want to try to play it again. The massive amount of work that went into it is <em>so impressive</em> (as is the case with the game itself), and the sense of immersion from using all these real world items is great fun. I'd tried before, but it struggled to hold my attention due to the slow simulating.</p><p> </p><p>

I decided that deleting fighters might wreak too much havoc on historical records and other connected things, and that the large number of active companies would always lead to a very large number of active fighters. So, I carefully went through and closed a bit more than half the companies. Basically every company outside the top 12. Removed their owners and CEOs. Retired all their fighters and removed their contracts. Vacated all the relevant belts. Cleaned up the few remaining critical items after the data check (corporate relationships, broadcast deals, etc.). It took a couple hours, but as a result I'm now able to sim a week in about 4-6 minutes depending on what's going on that week. It's still a lot slower than my primary save, but it's workable for me now and led to a fun night of fights. Though I think I threw up in my mouth a little when Colby Covington won a fight against Stephen Thompson and wound up rated #1 PFP afterward. LOL <img alt=":D" data-src="//content.invisioncic.com/g322608/emoticons/biggrin.png.929299b4c121f473b0026f3d6e74d189.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>

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<p>@xamdam no I'm not using the Modern Warriors Mod, I'm using the RealWorld Mod 1.6</p><p>

It has over 3500 fighters. I recently did a mass delete of fighters and deleted some companies. I have around 1800 fighters now and 5-6 less companies and yes the game is definitely faster when simulating, but it's still too slow for my enjoyment. I'm going to do another mass delete of fighters to maybe get it around 800-1000 fighters, then see what I'm working with as far as sim speed. </p><p> </p><p>

How's everyone else managing?</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="raufbold" data-cite="raufbold" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46527" data-ipsquote-contentclass="forums_Topic"><div>By the way the occasional slowdowns in accessing fighter data are indeed happening, not sure why. Usually 10-15 mins after launch, but not always either (i.e. when you click on a fighter and it takes about 10-15 seconds to load the fighter screen).</div></blockquote><p> </p><p> Hmm. That's troubling. It never happebed to me before in any wmmz or tew game. And this pc is better than my previous vessels. Hope it's not a new bug....</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="F4CE1E55M4N" data-cite="F4CE1E55M4N" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46527" data-ipsquote-contentclass="forums_Topic"><div>@xamdam no I'm not using the Modern Warriors Mod, I'm using the RealWorld Mod 1.6<p> It has over 3500 fighters. I recently did a mass delete of fighters and deleted some companies. I have around 1800 fighters now and 5-6 less companies and yes the game is definitely faster when simulating, but it's still too slow for my enjoyment. I'm going to do another mass delete of fighters to maybe get it around 800-1000 fighters, then see what I'm working with as far as sim speed. </p><p> </p><p> How's everyone else managing?</p></div></blockquote><p> Oh cool, do you have a link for that one? I can't seem to find it but I'd like to try it so I can see which I prefer between that and MW3. Though the speed I got with ~1300 fighters was <em>okay</em> for simming, I've continued with further data removal to get the speed where I really want it to be for actively <em>playing</em> MW3.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Blackman" data-cite="Blackman" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46527" data-ipsquote-contentclass="forums_Topic"><div>Hmm. That's troubling. It never happebed to me before in any wmmz or tew game. And this pc is better than my previous vessels. Hope it's not a new bug....</div></blockquote><p> Troubling indeed. I saw that again when I started trying to actively play the Modern Warriors 3 database over the weekend. I did a bit of testing and I think I've isolated the source of the issue - the number of fight records in the database. I'm not yet sure where the exact tipping point is, but after removing a bunch of pre-game results by way of deleting pre-game events it suddenly went back to instantly accessing fighter info. The sad part about that is it seems to indicate that every game is doomed to eventually reach that point unless we're willing to export the database, delete fight records, and start over from time to time. <img alt=":(" data-src="//content.invisioncic.com/g322608/emoticons/frown.png.e6b571745a30fe6a6f2e918994141a47.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
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