Log in

View Full Version : Speeding up GWX3 loading time


Paul Riley
07-29-11, 10:20 AM
Is there a way of speeding up the loading time of GWX3?.Also,is a lot of this 'lag' caused by the ever increasing number of mods we have installed?

Thanks :salute:

Gerald
07-29-11, 10:25 AM
Do not think so, as long as you do not have Indian ocean camp....then is can take some more time

Jimbuna
07-29-11, 10:30 AM
The answer is yes...the more mods you have installed the more memory is taken up by them.

Remember, the game engine of SH3 is designed in such a way that the complete SH3 world and everything scripted into it are loaded together...therefore your best bet is not to have the merged campaign enabled but rather just the theatre of operations you find yourself in.

Gerald
07-29-11, 10:45 AM
Apparently a misunderstanding on my part,sorry!

Jimbuna
07-29-11, 11:06 AM
You've certainly nothing to apologise for...at least your trying :yep:

max-peck
07-29-11, 11:22 AM
You could try the Reduced Campaign Layers mod

http://www.subsim.com/radioroom/downloads.php?do=file&id=1536

the idea being that rather than load all the traffic in the world, you just load in traffic for the North Atlantic.

Haven't tried it myself though, so I can't comment on how effective it is

Jimbuna
07-29-11, 12:32 PM
I haven't tried it either (at least I don't think I have) but I have heard good reports.

Fish In The Water
07-29-11, 08:04 PM
I haven't tried it either (at least I don't think I have) but I have heard good reports.

If it actually speeds up the load it'd certainly be worth a look...

Don't look now, but I sense the 'test' bug coming on. :03:

Jimbuna
07-30-11, 10:07 AM
It has to be faster because of the smaller campaign layers.

Fish In The Water
07-30-11, 10:51 PM
It has to be faster because of the smaller campaign layers.

Roger that but I'm thinking I may have to re-script a number of new units I've introduced in my campaign. Will have a look when I've got the time.

Jimbuna
07-31-11, 06:13 AM
Roger that but I'm thinking I may have to re-script a number of new units I've introduced in my campaign. Will have a look when I've got the time.

Anything you've scripted in yourself will have to be added manually again.

flag4
07-31-11, 09:28 AM
... i use Alacrity PC to shut down all unnecassary programmes in the background before loading SH3+GWX3 even begins. so, from Alacrity to Atlantic is about 10 minutes = time for a coffee and a butty and a :yawn:

im kinda used to it now. it has become part of the game time. it will be interesting to see how much time is saved by using reduced campaign layers.
please post results....:yep:

Jimbuna
07-31-11, 10:21 AM
... i use Alacrity PC to shut down all unnecassary programmes in the background before loading SH3+GWX3 even begins. so, from Alacrity to Atlantic is about 10 minutes = time for a coffee and a butty and a :yawn:

im kinda used to it now. it has become part of the game time. it will be interesting to see how much time is saved by using reduced campaign layers.
please post results....:yep:

Much obviously depends on your cpu, system, installation etc. but I use the below for comparison purposes and fully acknowledge there are an awful lot of cross permutations inbetween:

2Ghz single core with 2GB Ram.....11 mins (GWX development machine)

3Ghz quad core with 8GB ram.....1 1/2 mins

Fish In The Water
08-04-11, 10:16 PM
Anything you've scripted in yourself will have to be added manually again.

Took care of that, but I see the RCL mod alters both the _SCR and the _RND layers which leads me to a question regarding your GWX SpySat mod.

Do you recall if the changes to the SpySat _RND layer were extensive? I only ask as I'm considering whether a homebrew compatibility fix would be worth the effort. Any idea how much work would be involved? :hmmm:

rik007
08-04-11, 10:35 PM
If you have a SSD install it there. This will improve startup/loadtimes. But not spectacular enough to buy a SSD but it helps.

Fish In The Water
08-05-11, 04:36 PM
You there Jim? Did you happen to see my previous post? :hmmm:

Jimbuna
08-07-11, 05:22 AM
Sorry about that, must have overlooked that post.


Do you recall if the changes to the SpySat _RND layer were extensive?


IIRC the answer is YES, most of the work evolved around the % probabilities for the spawn rates and as I'm sure you've already looked at the mod you'll see there are a considerable number of units in the campaign folder.

I would estimate it took a couple of nights work at the time.

I'll not respond to your PM now http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

Fish In The Water
08-07-11, 04:10 PM
Sorry about that, must have overlooked that post.

No worries, I've got a few projects on the go right now so there was no big panic. :)

I'll give it a bit more thought and decide whether the effort would be worthwhile. Thanks for the input! :salute:

Jimbuna
08-07-11, 04:43 PM
No worries, I've got a few projects on the go right now so there was no big panic. :)

I'll give it a bit more thought and decide whether the effort would be worthwhile. Thanks for the input! :salute:

No problem...anymore advice, simply ask http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Fish In The Water
08-07-11, 07:19 PM
No problem...anymore advice, simply ask http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Will do, thanks Jim! :salute: