5000 train game

OpenTTD is a fully open-sourced reimplementation of TTD, written in C++, boasting improved gameplay and many new features.

Moderator: OpenTTD Developers

Post Reply
User avatar
Zhall
Tycoon
Tycoon
Posts: 1237
Joined: 17 Jul 2007 01:36
Skype: moonray_zdo
Location: Teh matrix, duh.
Contact:

5000 train game

Post by Zhall »

Is there any save games with 5000 trains in them? Perhaps Openttd co-op has a few? I want to see how bad it lags.
Vinnie_nl
Engineer
Engineer
Posts: 41
Joined: 13 Mar 2011 18:32

Re: 5000 train game

Post by Vinnie_nl »

Join pro-zone, we are close. 4.500 trains. still work in progress though
User avatar
NekoMaster
Tycoon
Tycoon
Posts: 4001
Joined: 16 Aug 2008 22:26
Skype: neko-master
Location: Oshawa, Ontario, CANADA

Re: 5000 train game

Post by NekoMaster »

Would a Quad Core Phenom II x4 965 (3.4GHz), 16GB RAM, and a 1280MB Nvidia GTX 570 handle 5000 trains?
Image Proud Canadian Image
Nekomasters Projects! (Downloads available on BaNaNaS!) \(>^w^<)/
# NARS ADD-ON SET 2CC | 2cc Rapid Transit For Me! (2ccRTFM) | 2cc Wagons In NML (2ccWIN)
# NML Category System (Organize your GRFS!) <- TT-Forums Exclusive Download!
User avatar
V453000 :)
President
President
Posts: 946
Joined: 01 Feb 2011 11:22
Location: Beer

Re: 5000 train game

Post by V453000 :) »

only one way to find out :)


http://irc.openttdcoop.org/?channels=openttdcoop

after you join in then type /join #openttdcoop.pro and you will be given download links and password :P
ImageImageImage
mfb
Traffic Manager
Traffic Manager
Posts: 194
Joined: 30 Nov 2010 13:52

Re: 5000 train game

Post by mfb »

Keep in mind that there is a huge difference between a game online and a singleplayer-game.

I can run the current prozone-game in singleplayer without problems, but if the trains are running on the server I cannot do anything and get kicked after ~30 seconds.
User avatar
thgergo
Route Supervisor
Route Supervisor
Posts: 391
Joined: 29 Mar 2005 12:44
Location: Hungary

Re: 5000 train game

Post by thgergo »

The problem is when you do a singleplayer game, it will only slow down when your cpu cant handle the amount of trains. For example I had a game with 1000+ trains with my old 900Mhz pentium 3. It has almost half speed than intended. When you play on a dedicated server with a good and fast processor, you probably use a slower cpu that simply cant catch the server's computing power, so you will be kicked soon as your computer cant calculate the things up to date.
Also since OTTD is neither multithreaded, neither use your gpu-s, the best computer still a high clocked cpu for OTTD, rather than a slow clocked one with 4,6, or more cores. Your 3th and 4th or more cores will be left unused also your video card has no benefit. But if you have a second core, OTTD uses it for autosaves.
V453000, have you tried that if you limit the calculation power in the server side, will it be playable with 10k or 20k trains, so the clients wont get kicked? Of course the game will be with half, 1/4, speed than regular.
Image
Image
User avatar
V453000 :)
President
President
Posts: 946
Joined: 01 Feb 2011 11:22
Location: Beer

Re: 5000 train game

Post by V453000 :) »

First off, how would you even distribute those calculations to server?

also, if someone has weak pc, playing on smaller maps is usually better if you use like 5 tile trains on 256x256, 500 trains is already quite a busy network
ImageImageImage
User avatar
Zhall
Tycoon
Tycoon
Posts: 1237
Joined: 17 Jul 2007 01:36
Skype: moonray_zdo
Location: Teh matrix, duh.
Contact:

Re: 5000 train game

Post by Zhall »

Man, those 4500 trains are crazy
joshdempsey
Engineer
Engineer
Posts: 27
Joined: 25 May 2013 21:03

Re: 5000 train game

Post by joshdempsey »

thgergo wrote:The problem is when you do a singleplayer game, it will only slow down when your cpu cant handle the amount of trains. For example I had a game with 1000+ trains with my old 900Mhz pentium 3. It has almost half speed than intended. When you play on a dedicated server with a good and fast processor, you probably use a slower cpu that simply cant catch the server's computing power, so you will be kicked soon as your computer cant calculate the things up to date.
Also since OTTD is neither multithreaded, neither use your gpu-s, the best computer still a high clocked cpu for OTTD, rather than a slow clocked one with 4,6, or more cores. Your 3th and 4th or more cores will be left unused also your video card has no benefit. But if you have a second core, OTTD uses it for autosaves.
V453000, have you tried that if you limit the calculation power in the server side, will it be playable with 10k or 20k trains, so the clients wont get kicked? Of course the game will be with half, 1/4, speed than regular.
I knew OpenTTD isn't the greatest coded game ever, but I didn't think it was this bad. It's no real surprise to me that it doesn't utilise the GPU - the game isn't really graphic intensive after all. But I thought that it would at least scale to a quad core. This basically means that to optimise your PC for this game you have to have an Intel CPU as they have much higher performance per core compared to others - ie AMD.

You mention that the CPU uses the second core for autosaves.. that's can't require that much processing power anyway? Also, does anyone know if there is any plans to increase the scaling of the game... the more complex the game gets, the more people with older PCs will suffer, heck even people with newer PCs will suffer as all the game is run on one core.

I know it can be pretty difficult to implement multi-core usage though, so I don't blame the dev team for not implementing it at all.
User avatar
Sylf
President
President
Posts: 957
Joined: 23 Nov 2010 21:25
Location: ::1

Re: 5000 train game

Post by Sylf »

The topic of multithread/multi core support has been beaten to death by now. What else is new?
joshdempsey
Engineer
Engineer
Posts: 27
Joined: 25 May 2013 21:03

Re: 5000 train game

Post by joshdempsey »

Sylf wrote:The topic of multithread/multi core support has been beaten to death by now. What else is new?
Well, as a lot of posts are 2009 and less (one is from 2002!) quad core and even octo cores are a lot more prevalent.
User avatar
planetmaker
OpenTTD Developer
OpenTTD Developer
Posts: 9432
Joined: 07 Nov 2007 22:44
Location: Sol d

Re: 5000 train game

Post by planetmaker »

joshdempsey wrote:
Sylf wrote:The topic of multithread/multi core support has been beaten to death by now. What else is new?
Well, as a lot of posts are 2009 and less (one is from 2002!) quad core and even octo cores are a lot more prevalent.
Do you have anything new to add?
joshdempsey
Engineer
Engineer
Posts: 27
Joined: 25 May 2013 21:03

Re: 5000 train game

Post by joshdempsey »

planetmaker wrote:
joshdempsey wrote:
Sylf wrote:The topic of multithread/multi core support has been beaten to death by now. What else is new?
Well, as a lot of posts are 2009 and less (one is from 2002!) quad core and even octo cores are a lot more prevalent.
Do you have anything new to add?
No sir.
User avatar
V453000 :)
President
President
Posts: 946
Joined: 01 Feb 2011 11:22
Location: Beer

Re: 5000 train game

Post by V453000 :) »

ImageImageImage
fortin81
Engineer
Engineer
Posts: 1
Joined: 10 Feb 2024 16:51

Re: 5000 train game

Post by fortin81 »

Hi,

I just reached 5000 trains, and OpenTTD 13.4 doesn't lag on an M1 MacBook Pro.
User avatar
Emperor Jake
Tycoon
Tycoon
Posts: 3427
Joined: 24 Apr 2007 09:37
Skype: Discord: Emperor Jake #4106
Location: Not Actually Japan
Contact:

Re: 5000 train game

Post by Emperor Jake »

fortin81 wrote: 10 Feb 2024 16:52 Hi,

I just reached 5000 trains, and OpenTTD 13.4 doesn't lag on an M1 MacBook Pro.
Well you replied to a thread that's over 10 years old, and CPUs have gotten a lot faster in that time, and also the game has received some optimisations. The new Apple chips are particularly good at running large games in OpenTTD, in fact. :)
Post Reply

Return to “General OpenTTD”

Who is online

Users browsing this forum: Google Adsense [Bot] and 19 guests