So I wanted to see if I could make my system more responsive, and get more reliable numbers to report.
My system is basically a bottom of the "playable" systems. A 9550 mobility card, which is about the equivalent of the bottom of the acceptable video cards. A 1.42 GHz G4, 1 GB of ram -- plenty of ram, plenty of CPU, but using the Mac Java (slightly lower 3d performance) and mac drivers (note that the windows drivers keep (or kept) getting updates and improvements).
My latest testing environment uses a Terminal window running "top -s 5 -o rprvt" (to watch the free memory, and the biggest memory consumers -- on the mac, that's Java, and the "Meta Data Server" -- basically, the main cache server process), a second terminal window showing the "projectx.log" file, and TextEdit to take notes. (Plus Finder and Dock, which I cannot turn off. Plus all the system daemons. Etc.)
The biggest surprise? Top consistently shows idle time of around 1-2%. That's right -- SK does not use 100% of the available CPU. Most of the time.
** And as long as I see that 1-2% available CPU, SK is very responsive **
My Brandish -- a fast sword -- is able to reliably execute the combo attack. I can aim my sword in combat with the trackpad while hitting space to attack.
The response problems only occur when the free CPU time goes away. This generally happens when monsters spawn, when the amounts of animations increase (/em looks at confetti boxes), or in some combats with lots of monsters (/em looks at trees with thwack lumbers). On the other hand, it's not just numbers -- I can spawn 9 jellies, and two frames after they spawn, the game is responsive. I can spawn 6 lichens and two trees, and be in graphic pain.
Once things become unresponsive? At that point, I'm down to "shield on, switch to the heavy sword, and try to time my 'drop, attack, re-shield' move".
Except that I've now tested; since the rebalance, the troika doesn't do significantly more than the brandish. Maybe it will when the brandish goes from 8 heat to 10; maybe it will if I go deeper down. Equally, the shield no longer protects as well as before. I'm no longer able to offset the poor performance by playing in a safer zone.
** I'm no longer able to offset the poor performance by playing in a safer zone **
I used to be able to use 2-star equipment above moorcroft, and while my computer's performance was less than ideal, the safer play zone made up for it. That now seems to be gone.
Alright, time for some more comments. This is from last night's 1-7 run with 1 and 2 star swords.
On Devilish Drudgery, where you have lots of devilites, managers, and chains of explosions after explosions, my idle CPU dropped below 1% fairly consistently -- and at that low level, responsiveness dropped.
I tried turning on activity monitor. I was expecting idle CPU to drop more, to zero. Instead, it went up.
The only way to go up is to process fewer frames. Fewer frames should mean less responsiveness, right?
WRONG.
The higher idle CPU, presumably from fewer frames per second, resulted in more responsiveness.
So the next level was Blight Boulevard (1). But here, turning Activity monitor on or off had no effect on idle CPU. About 1.5% either way. Responsiveness was uniformly poor (not horrendous, but bad enough). Looks like 2% is the "minimum nice point".
But all of those "bright shiny points" for the brambles. I cannot help but think that this is more overhead that could be turned off for low resolution.