I think the answer is probably to just eliminate map sizes from the main UI and have them be an unsupported option in prefs.ini (enablecrazymaps=1).
I really wish this wasn't the overall answer, as I love the scale, just hate the impact.
But you can see the two cores related to sending commands to the GPU. That's a limitation of DirectX 11. The only way to fix this kind of thing would be to move to Vulkan or DirectX12 where the other cores could send things in parallel.
Let's do this, how do we make this happen lol. Now I understand this is most likely not feasible but it would be amazing if this could happen as I believe this is a big hurdle minimizing the games full potential and could take a good game, and transform it into a great game if it could greatly minimize the turn times. With the resources required to even attempt a conversion like this it would be nice if it could be tested at a small scale before applying the resources needed to see if it would really have a huge impact. I can only imagine what that could look like.
I'm afraid not. Fundamentally, the issue is the # of ships. The various threads are queue up commands to be sent to the GPU. The GPU handles them serially in the background. That's why dialogs and such can get slow because it's trying to move the units in the background.
The other thing is that the game is using 27GB in this scenario. So unless you have >32GB you also probably have some disk thrashing (even if it's an SSD you'll feel it).
That said, this is the best saved game I've ever received. THANK YOU.
Well I'm now running 64GB of memory on my computer, interesting I didn't see the usage jump to 27GB like you had mentioned I saw it peak at 17-18GB.
So if I'm understanding if I can minimize the number of ships somehow, the turn time would diminish... I wonder would limiting the number of certain ship types help with this, such as each player is only allowed to have 10 tiny ships, 10 small ships, ect... Does the game look at fleets as one ship or as many ships? And does this help at all? As I know the AI, especially those that generate many small ships aren't the best at condensing them into fleets. So if the Drengin for instance have 100 individual ships and many of them are stacked on top of each other and not condensed into fleets would forcing them to put them into fleets help with relieve some of this problem? Just trying to think how that could work.
Another thought, is there a way one could minimize how it's accounting the ships/locations on the map so that it's not using as much data or putting as much of a load on the GPU?
Final question, would increasing the number of stream processors help on the GPU at least fractionally, such as me upgrading, and would crossfire support with multiple GPU's potentially work even if they are mainly only supported via DX12/vulcan?
And right now would it really be worth jumping to a PCIe4 card vs. staying with the less costly PCIe3 cards right now with this game or other games produced by Stardock?
One final thought... Curious, what makes this one of the best saved games you've ever received?