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Old 07-29-11, 10:20 AM   #1
Paul Riley
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Speeding up GWX3 loading time

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
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Old 07-29-11, 10:25 AM   #2
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Do not think so, as long as you do not have Indian ocean camp....then is can take some more time
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Old 07-29-11, 10:30 AM   #3
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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.
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Old 07-29-11, 10:45 AM   #4
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Apparently a misunderstanding on my part,sorry!
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Old 07-29-11, 11:06 AM   #5
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You've certainly nothing to apologise for...at least your trying
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Old 07-29-11, 11:22 AM   #6
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You could try the Reduced Campaign Layers mod

http://www.subsim.com/radioroom/down...o=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
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Old 07-29-11, 12:32 PM   #7
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I haven't tried it either (at least I don't think I have) but I have heard good reports.
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Old 07-29-11, 08:04 PM   #8
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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.
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Old 07-30-11, 10:07 AM   #9
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It has to be faster because of the smaller campaign layers.
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Old 07-30-11, 10:51 PM   #10
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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.
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Old 07-31-11, 06:13 AM   #11
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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.
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Old 07-31-11, 09:28 AM   #12
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... 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

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....
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Old 07-31-11, 10:21 AM   #13
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Quote:
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... 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

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....
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
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Old 08-04-11, 10:16 PM   #14
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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?
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Old 08-04-11, 10:35 PM   #15
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If you have a SSD install it there. This will improve startup/loadtimes. But not spectacular enough to buy a SSD but it helps.
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