![]() Is there anything, a n y t h i n g that can be done to help save the performance, without me just having to toss out the hope of playing on large maps altogether? I've got like 24 gigs of ram available to my computer, so I can assume ram isn't the issue here. Normally I wouldn't be frustrated, but I actually got deep into this run and the sudden drop in quality just killed it for me. ![]() It freezes to let builders build, it freezes when I send units to a certain tile, it freezes jumping to show a city's production. Sure, it might be too many floods and disasters and what not, but the dip in performance is ♥♥♥♥♥♥♥ crippling, beyond even lag where just out of nowhere the game straight freezes, blanks, and then either decides to teleport to the location of a builder or just do nothing altogether. I've got a ♥♥♥♥ ton of mods downloaded, but I am 99.9% certain my game keeps crashing because of the map size playing as china in the information era. I know this solution is far from perfect, but until 2K/Firaxis finally manage to fix their code, it's possibly the best we got.Īt least I can finally play the damn game now.So, for this I really tried looking for support, seeing posts all the way back to 2016 on this, genuinely hoping theres a fix for it. Ī big thank you to rgx107 for this information! local/share/aspyr-media/Sid Meier's Civilization VI directory under the home folder. So if this works for you, but you're unhappy with the game's performance or loading times, take a look at his post: He also posted a guide detailing which settings to use according to your hardware. Kevin_H did a very good in-depth analysis of the game's multithreading related inner workings. Give it a go, if possible with a new game to avoid issues due to savegame corruption. \Documents\My Games\Sid Meier's Civilization VI directory, thus restricting the game's use of MT. Try setting the values for MaxJobThreads, MaxGameCoreThreads, GameCoreReserveThreads, MaxGameCoreUnitMovementThreads and MaxGameCoreTradeRouteThreads from -1 to 1 in the AppOptions.txt file in your. There seems to be something wrong with the game's multithreading, which most likely causes the crashes. Loading times got longer, but turn times and fps are perfectly fine so far. Performance, at least on our systems, is still ok. Before the change this was next to impossible, the game would crash/freeze every single time before turn 100. I have now run 17 autoplay games on both our machines together without any issues beyond turn 400 with all DLC content enabled. The game still seems to run multithreaded, but if I understand it correctly this setting allows the game only to use one single thread per job. You could try setting them to a higher value, but for me the only 100% stable setting was 1. Completely.ĮDIT: After some further testing and feedback from other players, it seems that to achieve the best stability, the values for MaxGameCoreThreads, GameCoreReserveThreads, MaxGameCoreUnitMovementThreads and MaxGameCoreTradeRouteThreads should be set to 1 as well.Īlso, make sure to start a new game to avoid issues with savegame corruption. \Documents\My Games\Sid Meier's Civilization VI directory that seems to do the trick.Īfter I changed the line "MaxJobThreads -1" to "MaxJobThreads 1" the crashes stopped for me. Next I looked for a way to restrict the level of MT done by the game and found a setting in the AppOptions.txt file in the. The game determines the level of MT according to the hardware and thus it wouldn't be as heavily multithreaded on their machines. It would also explain the unpredictability of the crashes and why folks with lower end systems don't experience as many problems. ![]() The more content has to be calculated, the higher the chance for something to go wrong if the MT is wonky. That fact and the reports of other players on the internet made me think that there's probably something wrong with the game's multithreading implementation. ![]() The crashes don't seem to be caused by some specific DLC, but by the number of additional content. Here's a link to the post where I'm describing my autoplay testing method:Īfter some further testing it became pretty obvious that the game became more unstable the more official content I activated. I recently set out on the quest to finally find out what's causing the game to constantly crash/freeze for me and my wife and pretty much everyone I know in rl who's playing the game. Or let's say I'm cautiously optimistic that I did. ![]()
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