[ARCHIVE] SimAntics & World Development

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If it fired that error immediately then froze, it means that the GC was forced to fire (and failed), so it's likely that you ran out of memory. Wow though - 1GB RAM... Remember that because we're hardware rendering all of the sprites will be going straight to the GPU, uncompressed. I think the Graphics RAM on that system is shared with normal RAM, so it would basically be slamming it twice with all of the sprites on the lot. I'm not sure how we can resolve this without switching to software rendering, which would probably be much slower than anything Maxis could pull out using not-c#.

@RHY3756547 Is the second sim available to switch to?

Yes. Press TAB to switch. It should play a sound... I do it in that video basically constantly.
 
If it fired that error immediately then froze, it means that the GC was forced to fire (and failed), so it's likely that you ran out of memory. Wow though - 1GB RAM... Remember that because we're hardware rendering all of the sprites will be going straight to the GPU, uncompressed. I think the Graphics RAM on that system is shared with normal RAM, so it would basically be slamming it twice with all of the sprites on the lot. I'm not sure how we can resolve this without switching to software rendering, which would probably be much slower than anything Maxis could pull out using not-c#.
Actually, it didn't froze, all the UI controls are still working, but lot refuses to load. It's not like I expected it to work/be playbale on 8 inch tablet anyway, all these buttons seem really small.
 
After installing the new update/build I get the following error:
error.png

Any ideas what actions could be done in order to fix the error?
 
I know it's a bit off-topic, but I just made a second attempt of running PD on a tablet.
This time I attached my trusty old USB keyboard and mouse combo to the device and... well...

I was really wrong about that RAM thing. Sure, game eats like 300MB of RAM even on login screen, but it works flawlessly. I get roughly 20-40 FPS in city view itself, which ain't that bad (since it's a cheap x86 tablet with Atom CPU and slow, class 10 SD card). On the other hand, it's 10-20 FPS in lot view, but I remember you already saying that it needs to be optimized.

But the reason why I couldn't get past the login screen is simply because of how poorly PD works with touch at the moment. Apparently I wasn't pressing these buttons at all. And, um, I can't press any button with touch. One tap means placing a cursor at some point, double tap works like left mouse button, not sure why, maybe you'd need to implement touch support in some other way.

Not sure if there is any point in implementing touch support right now, since most buttons are roughly the size of my Jot Pro's tip and there is no "custom UI" thing in game yet nor custom scaling of the UI as well.

Anyway, behold, PD on a slicing board, yeah :D
gQxtJK0.jpg

In the background, my old LCD screen which is usually attached to my laptop, because life is better with two screens, even if it's just 15" 1024x768 one, it has good colours though, I really love this one. I played TSO on it back in the days. :D

Before anyone asks why I took a photo instead of a screenshot - it's not such a big deal to see PD in fullscreen on 1280x800. Device changes everything.
 
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Cool to see it actually working on that device. The lot render is very CPU intensive right now, which is why it's slamming your poor intel atom. We're also double rendering the lot in the update loop, which is a big "no!!" for any hopes of running the game at variable framerate. When I add sprite list caching & scroll buffers you should see this running much faster as a result. ;)

PD on android can be a thing, but first I need to remove Bass.NET, and we have a few other windows specifics to remove as well. One problem is that after the game is installed, it will have to request an additional 1.5GB on the device to download the TSO game files onto, and we'll need our own game downloader.

Monogame may indeed have different handlers for touch. I'll need to look into it at some point, but I currently don't own any touch devices apart from apple ones. I do agree that The Sims on a tablet makes a ton of sense, and completely dislike that EA just had to make the disaster that is The Sims Freeplay. Just release TS2...
 
Cool to see it actually working on that device. The lot render is very CPU intensive right now, which is why it's slamming your poor intel atom. We're also double rendering the lot in the update loop, which is a big "no!!" for any hopes of running the game at variable framerate. When I add sprite list caching & scroll buffers you should see this running much faster as a result. ;)

PD on android can be a thing, but first I need to remove Bass.NET, and we have a few other windows specifics to remove as well.
Seeing as how most Android devices have like 2-4GB of RAM and a quad-core processor power should be no real limitation.
 
Seeing as how most Android devices have like 2-4GB of RAM and a quad-core processor power should be no real limitation.
Yes, modern technology lets people be lazy... But if you use all of that, you end up burning up more of the battery than you really need to.
 
Seeing as how most Android devices have like 2-4GB of RAM and a quad-core processor power should be no real limitation.
Even though these quad-core processors are ARM based and probably not much faster than this Atom thing. :D

Rhys: I surely could do some testing on my device if you're interested.
 
@pizarz sure, I'll let you know when I do the world refactor for performance. When I get home I'll check for any touch specific interactions in monogame.
 
Even though these quad-core processors are ARM based and probably not much faster than this Atom thing. :D

Rhys: I surely could do some testing on my device if you're interested.
Actually ARM processors are pretty damn fast.
I have several Android devices, including a few tablets and quite a few phones, so I'll be up to testing if required.
 
Actually ARM processors are pretty damn fast.
I wouldn't say that. I have a device with a quad-core Snapdragon 400 and it takes at least a minute or two to unlock my KeePass database, while it happens INSTANTLY on my slicing board. You can't really compare this two CPU architectures by "amount of cores + ghz" stuff. For example, quad core ARM CPUs are built using big.LITTLE, which means it combines low power cores with much faster cores.

I'm not saying that they're like "slow and useless", but technically speaking, x86 is faster. Unless you have an Android x86 device. Not much apps are even being compiled for x86 and running them through that weird ARM emulation layer makes them slower.
 
I wouldn't say that. I have a device with a quad-core Snapdragon 400 and it takes at least a minute or two to unlock my KeePass database, while it happens INSTANTLY on my slicing board. You can't really compare this two CPU architectures by "amount of cores + ghz" stuff. For example, quad core ARM CPUs are built using big.LITTLE, which means it combines low power cores with much faster cores.

I'm not saying that they're like "slow and useless", but technically speaking, x86 is faster. Unless you have an Android x86 device. Not much apps are even being compiled for x86 and running them through that weird ARM emulation layer makes them slower.
x86 Android devices are rare even today. What I meant was that they are fast for the power that they use, which is extremely minimalistic. They can be overclocked and that would probably boost the power but we're talking about a game from 2002 remastered, which means that there could be optimisation along the way.
 
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