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Civ 6 benchmark ai average turn time
Civ 6 benchmark ai average turn time










Not so much for having fast quicksaves or anything (although maybe that too!) but for being able to tap a key to switch to ranged attack, or to see the Appeal of the various hexes. There’s also a full-on keybindings tab which I suspect is going to be tremendously useful. I don’t think it’ll particularly surprise anyone, anyway, and it doesn’t feel particularly excessive unless you’re waiting for something and hammering the End Turn button over and over again.

civ 6 benchmark ai average turn time civ 6 benchmark ai average turn time

This does tie in with what I found in my preview in terms of AI turns taking quite awhile in the late game, although considering the sheer number of units and cities that are being managed at that point, that’s probably to be somewhat expected. I suspect the biggest bottleneck with Civ 6 performance is going to be the CPU, but this isn’t something I can easily test, nor can I easily figure out exactly where the benchmarking is having these issues. It’s either that, or one of the lower-end options ironically makes parts of the game run a little slower on my PC. This might be something to do with optimisation – on lower settings, Civ 6 may try to do things in a less efficient way because that way won’t completely fuck low-end systems – but that’s pure speculation, and frankly it’s optimistic. On higher settings, it’d drop to about 30 FPS on the bare minimum, it scraped 18 FPS. The bizarre thing is that this was much, much worse with the settings set low than it was with them set high.

civ 6 benchmark ai average turn time

As nothing was happening on screen at the time, this is most likely the computer figuring out what’s going on behind the fog of war. A few times during the benchmark the screen would come close to freezing, and the framerate would drop dramatically. That said, there are some unusual factors.












Civ 6 benchmark ai average turn time