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Supreme Commander Impressions

By Cyrris

SupCom Logo Like many strategy freaks, I was awe-inspired when I saw the first motion video of Supreme Commander in action all those months ago. Seeing the massive battles, the zoom, the nukes… I was sold almost instantly. Since then, I signed up for the Supreme Commander beta and played around with it. It definitely wasn’t how I envisioned it, but being a beta I decided not to write a review here until I had some more experience with something closer to the official release. Now I’ve played the demo, and so has Holliday. Today we’re both going to share our impressions of the demo in what is Aelon’s first real joint-authored piece. It’s not quite an interview, it’s not quite an article, and it’s not quite a review. Instead, it’s all three, so you can think of it being three times better than any other material on the web. It’s also our biggest single piece of content to date, so we’ve sectioned it up.

Performance

Cyrris: I should start out by saying that, although it ran better than the beta, the demo still performed pretty poorly on what I feel is a decent machine. I have an Athlon64 3000+, 1 gig of RAM, and a 256mb GeForce 6800 GS. I knew from the outset that I would likely need an upgrade to run SupCom well, but I’m still a bit miffed. The main reason I guess is that I’m out of upgrade options, so I’ll be needing a whole new box. I am thinking that the CPU is the main culprit. Reading last months issue of Atomic magazine, they showed that SupCom had some very tangible performance benefits from using quad core over dual core, so I guess that leaves my single core chip out in the cold.

Graphically I find the game pretty good - though not if you plan to run on low detail. The difference between Medium and High fidelity in the game settings are much less obvious - the water will look substantially better than the explosions are slightly more colourful. Textures are also sharper but you’re hardly zoomed in enough to notice. The following screenshot is a meld - Low detail on the left, Medium on the right, with a more definitive screenshot after the click. When there is no water, you really can’t see a difference between Medium and High. Low on the other hand just looks atrocious.

Detail levels in SupCom

Holliday: I can attest to SupCom’s performance situation. In however many years I’ve been building my computer in a piece-wise manner I never unload copious amounts of cash for a processor. Each time I upgrade the processor solely I don’t notice much more than 1-2 frames per second increase. I usually save the extra money and slap in a best-of-the-best video card. SupCom is extremely CPU hungry though. I first tried it on my desktop PC: Athlon64 3700+, 2 gigs of RAM, GeForce 7800 GTX. I started at high settings 1280×1024. The game was playable but sluggish (especially annoying when you are in a game that has map scrolling). After the first quick play test I went to in reconfigure and get the best settings. To my surprise, the only success in switching to all the settings to low was making the game look absolutely hideous; the frame rate stayed the same. Then, for kicks, I tried out dual monitor support.

On high settings with dual monitors and all, the frame rate wasn’t much lower than low settings and a single monitor. My GPU was definitely not what was holding me back. So I tried it on my MacBook Pro which has a Intel Core Duo 2.16ghz but only a gig of ram and a Radeon X1600 Mobility. The difference had to be 20-30 fps if not more, and a notable smoothness during intense (100s and 100s of units) battles. I even tried out the MacBook on 2 monitors but I think its Mobility video card caught up to it because it couldn’t sustain the smoothness I was getting previously. SupCom wants all of your gigahertz; single core need not apply.

Campaign and Storyline

As usual for Gas Powered Games productions, the voice acting is bad enough to warrant muting them and just reading the subtitles

Cyrris: Given that the performance for me was consistently bad, I can’t help but feel that I’m going to have a more negative response to the game than you. I played the two included campaign missions and a few skirmishes. Before I get in to the gameplay though, I should probably note some of the other facets of the game which I don’t think were influenced by my slow computer. Firstly, the characters are pretty terrible. As usual for Gas Powered Games productions, the voice acting is bad enough to warrant muting them and just reading the subtitles. The actual quality of the characters faces, lip syncing and such, was also bothersome. For a game released in 2007, you’d expect they would have come further, but the choppy video and complete lack of lip sync were even worse than StarCraft. How old is StarCraft again? Now, I understand that Supreme Commander is meant to be for multiplayer, really. But I do recall Chris Taylor saying that unlike Total Annihilation, SupCom would have a quality singleplayer component with a storyline to match. While it was evident from the demo’s 100 MB intro video that there is indeed an overarching story, the quality of how it is presented in game through characters and the like is simply dismal.

Annoying characters in SupCom

Holliday: I didn’t find the characters so terrible. Sure the girl on the “red team” has a Russian accent, but what were you expecting? The briefing and in-campaign chatter seems very much like StarCraft to me. At least it isn’t one mouth animation repeated over and over. Although… StarCraft’s storytelling doesn’t really fly in a post-WarCraft 3/Company of Heroes genre. With the graphical fidelity on RTS engines we should be able to just act out the plot on the battlefield. Company of Heroes, while not perfect in plot execution, is still engaging. SupCom really can’t do much since your entire army is made of robots.

Just the way an ACU explodes on the battlefield has all the character I need in this game

My issue came with the annoyance of the characters during your campaign mission. The constant badgering to make sure I understood my mission was irritating. I know what the hell I am doing; I just want to make a ridiculous amount of chicken-robots to do it with OK? By the way, 200 Hunters sent to their death by base guns is amusing. They should have spent their time telling me the complexities of the game rather than “hurry up!”.

In the end Supreme Commander is not about the charm of its campaign characters (this is Jimmy); it is about the coolness of the conflict and units. Just the way an ACU explodes on the battlefield has all the character I need in this game.

Tutorials

Cyrris: Rather than adding a 100MB intro video, I also think it would have been nice if they had instead used the space to include a playable tutorial of sorts. Luckily for me I had already played around in sandbox mode in the beta, so I knew what was what and I could complete the campaigns (although rather slowly). However, advanced controls are still not something I am too familiar with, and having the “Tutorial” button in SupCom’s menu simply opening a browser and pointing you to a tutorial site just doesn’t cut it. This is a complex game with 250 units - or so the many in-menu interstitial ads say. Don’t you think that justifies some proper playable tutorials?

Holliday: The “tutorial” button is insulting. The first time I clicked it I thought the game had crashed (the extent of my experience with the game in beta). Popping up a website full of videos on how to play is just ridiculous. Why not just have the videos included in a tutorial area if you are going to be so ridiculous as to have video-only tutorials. Furthermore, the tutorials are generally worthless. There is one devoted to “Right and Left clicking”. All they cover is the basic things we’ve learned in strategy games for the last 15 years. The only one worth watching is the one on economy and even then they just gloss over the actual depth and differences SupCom has in that regard.

After that knowledge the game became something else entirely

To be fair, the demo seems to throw you into the second campaign rather than the first. In the first campaign mission the units are slowly dealt out to you and you even get a “build x mass extractors” mission. So the campaign itself is a bit of a tutorial, but not full. I’ve heard on a podcast an editor talking about playing through a tutorial so I am assuming there is one in the retail game. However, wouldn’t you want to give your players the best impression with the demo by actually cluing them in on what makes Supreme Commander stand out? If you don’t know the depth underneath the game it doesn’t seem too different from an RTS with a huge zoom function. I actually didn’t really get into the game until I went on the beta forums and learned a whole lot about what you can do in SupCom that you cannot in other games. After that knowledge the game became something else entirely.

Dual Screen Gaming

Cyrris: When I first started to play the demo, I decided to give dual screen a go, seeing as I do have two LCDs. It is a pretty cool feature, but as expected my video card wasn’t coping too well, so it was the first thing I turned off in the quest for more frames. Oddly enough, after turning it off, I discovered that SupCom doesn’t seem to support dual monitors correctly at all - if you do have two screens but choose not to use the second one, your mouse will still fly over to the other screen whenever you try and scroll right when you’re in game. This is generally something I consider a mark of poor quality developers, and unfortunately it’s something I come across often enough to have downloaded a program to lock the mouse to the primary screen so it can’t happen. It’s a shame I ever needed it at all. How did dual screen work out for you?

Holliday: The dual screen functioned differently than I expected/hoped for. I thought I was going to be able to drag all of my interface elements over to the secondary monitor to have the largest battlefield view possible. So far I haven’t figured out a way to do this. The secondary monitor is just another display of the game which seems to best serve as being fully zoomed out all the time. Basically a glorified mini-map. I would prefer having it than not as it really helps picking up some radar blips while zoomed in on a battle or construction. Other than that I didn’t use it much.

To your point though I don’t really see how they could have done it any better. The game supports dual screen; it doesn’t support desktop and gameplay. If I am going to play the game on just one monitor I would disable my secondary display (and with how easy that is to do with the latest video card drivers I don’t see much complaint). I think the game really exceeds in how flexible the dual monitor set-up is. I’ve tried a ton of different resolution and display combos with it and none caused crashes or incompatibility. If one wants to see and use their desktop on one display and game on the other just use a borderless windowed mode (which works for any game by the way, I do it with EVE all the time). The one irritant in dual mode is you loose one screen edge for scrolling so you have to use the number keys to get around in that direction. Generally your movement is zooming in and out though (which is well done with the zoom focused to your mouse icon).

On thinking this I have just devised a way to play in dual monitor mode how I want, just switch the displays and do all my “playing” on the secondary monitor since that is free of UI bars. I’ll try that out soon.

Gameplay

Cyrris: With all of the less important stuff out of the way, I guess that brings us to the core of Supreme Commander: the gameplay, factions, buildings, and units. Given the fact that you had a smoother experience then I did, you’d best be going first.

Holliday: As I mentioned I didn’t really “get” the game until reading up on the beta forums. The sheer amount of control you have over your units in the game is really pulling me back in for more and more skirmishes. It is sad that the game seems completely oblivious to this at first. However, once you find out how to do it the game is entirely built around it. Almost like it couldn’t be played without it. To clarify I will highlight a couple examples of the means of control you have.

the shift-interface is far more flexible and less abstract than any RTS I’ve played

You can “ferry” units with dropships. Most games have transport airships but coordinating a whole army move with them requires a lot of resources and time spent loading and unloading at each waypoint. With SupCom the airships have a “ferry” function. Essentially, you can easily (once you know how) designate a route (that is a pick up and drop off point). At the pick up point a little 3d shape will appear, as the following screenshot shows. If you click any number of units and right click on that shape they’ll line up to be ferried off. The dropships work perfectly. They constantly traverse the route picking up as much as they can hold and dropping them off. You can add other dropships to the route just by selecting them and right clicking that shape. You can even set the rally points of factories and buildings to the ferry pick-up point so everything they produce gets hauled off to the front lines or whenever. With shift commands you can even customize the route to fly around enemy airspace.

Ferrying in SupCom

On that note the shift key in general is wonderfully designed. Holding down shift you can view all the information about automated commands you’ve given for everything, you don’t have to select individual units. You’ll see patrol paths, ferry routes, build orders, assist orders, attack plans and (my favorite) coordinated attack routes. And if you keep holding down shift you can alter already given commands instead of having to re-do the whole chain. You can drag around waypoints, zoned future-buildings, ferry drop-off spots, and most anything. You can also add units into the automation. Whether it is dropships added to a ferry route or a new group of tanks to follow some that are already patrolling, the shift-interface is far more flexible and less abstract than any RTS I’ve played.

The best use of this (and something I’ve always struggled with in RTS games) is coordinating attacks. In most games getting your whole army to attack at once is an exercise in futility. The varied speeds make timing nearly impossible, large groups get stuck on themselves, or the range of your guns and their guns often seems to ‘bend’ a bit and start a conflict off too early. In SupCom if you have a group of units attack a target, then take another group and attack that same target but double right click it instead of single they’ll coordinate their attack. You can add any number of groups and units to the coordinated attack with the double click. This means the units will vary their speed or just plain wait until the other units are going to get in range. So if you have tanks and bombers attack a base the bombers won’t even take off until the tanks are nearly at their doorstep so everyone will bring the destruction on-time.

Coordinating an attack in SupCom

You can start to couple these things up to create really intricate attack plans. For example, take a group of tanks and order a series of attacks by holding shift. Attack anti-air first, then ground turrets then structures. Hold shift and you’ll see the red strokes painting the route of your tanks. Then select your bombers and have them coordinate an attack with the tanks on the ground turrets and structures. Now, since the tanks first have to destroy the AA guns to move onto the turrets the bombers will lay in wait, not exposing themselves to the dreaded AA. Now assign a group of fighters to protect the bombers against airborne AA. It goes on and on. You can actually arrange a large scale strategical approach to a specific battle then fill in some other groups of units to handle things that come up. On the above strategy I’d probably have a mix of tanks, walkers, smaller bots and mobile AA guns to go with the ground units and focus on other units or whatever comes at me, directions on the fly but stay the course with my main strategy (probably arty on buildings and turrets anyway).

Cyrris: See now, this is why I wanted you in here. You’ve definitely put more effort in to discovering the intricacies of controlling your army. For me, the sub-10 FPS performance and lack of proper in-game tutorials has meant that I really haven’t bothered to look in to it that much. I’ve pretty much been trying to play as if it was any other RTS with way too many buildings and a massive zoom function. Granted, I knew that many of those things existed, but aside from waypoint manipulation I just never got around to finding out exactly how to run them.

The only thing I did find particularly irritating were my interceptors. Given a line of patrol, they would happily fly back and forth - but their incompetence seemed unreal when just 3 Aeon interceptors arrived. My 10 interceptors won the battle - but only 1 survived. I watched in absolute frustration as my own interceptors blundered around in circles while the Aeon fighters picked them off one by one, my 9 losses to their 3. Now as far as I know they are both Tech 1 aircraft and are meant to be about the same in performance, so I think something is up here. A 3:1 kill ratio definitely seems like an issue.

All that said, I still had a decent time. Given smoother performance, I probably would have had a good time, and if I had smooth performance and I had a better grasp of the controls, I’d say I’d be having a very good time. Despite the low frames I still find the massive scale to be fun. I was really quite pissed when Blizzard revealed that they were taking the scale down a notch with WarCraft 3. I’ve always wanted to go in the opposite direction and SupCom does that to the extreme. I have a friend with a brand new Core 2 Duo/8800GTX desktop. I plan on going over there and playing as much of it as I can on his PC.

Conclusions

Each time I figure more out, and my desire to play increases

Cyrris: So, despite my rather average experience with the demo, I can’t rate it poorly - once players know what they are doing, and if they have a computer to run it well, I think they’re going to enjoy it. Or at least, I think I’m going to enjoy it. I think that Chris Taylor is a technical genius. In Dungeon Siege he pretty much added everything I could have wanted to an action RPG after my years of playing Diablo 2 - auto attacks, no potion wastage, and many other things that were just exactly what the player needed. However, unlike Diablo, Dungeon Siege lacked a soul and a depth to its game world. I can’t help but feel that SupCom suffers in much the same way, but because it’s an RTS game it’s not going to be such a big issue. Clearly it’s focus is not to portray an immersive game world - it just miffs me a bit that despite Taylor saying that it was going to be a big thing, they’ve stumbled the ball with quite a lack of creativity. The 3 sides, in terms of units and buildings, really aren’t very different.

So I guess the final question is, will you be buying the game? I’m not really sure on this one for myself - at the very least, I will be re-trying the demo once I get a faster computer. Only if I am satisfied with it on the new PC will I dive in. But then, as far as me buying a new computer goes, I am pretty much hanging out for StarCraft 2 before dedicating the money.

Holliday: I haven’t much doubt the game will end up in my hands eventually. Probably within the first month of release. That pace might quicken as I play the demo more. Each time I figure more out, and my desire to play increases. I actually spent a good 3-4 hours with it today. The coordinated attacks and ferry functions are just everything Ive wanted in an RTS and really reduce the frustration. Watching a large scale attack come together is something that has the staying power of a chainsaw bayonet.


  1. #1  Vermouth
    15th February | Reply

    I don’t have a computer that can run this game at the moment but the one thing that I’m really drawn to is that it just looks soo complex. I mean it looks like i need to add processing power to my brain as well as my machine to keep track ofr all the irons that are in the fire.

    Also is the combat more tactical like say the Total War Series or Company of Heroes? Or is it more about having the right combinations of units like a Lot of RTS’s that fall back to some high level of Rock-paper-scissors



  2. #2  Head881
    15th February | Reply

    I was really interested in this game for a while, but I had started to read mixed reactions on the GameSpy forums and paused a bit.

    Reading this really adds to my trepidation. For one thing, my computer simply cannot handle this game. I don’t mean 10 FPS either, with a crippled memory chip and an, at this point, ancient Athlon 1800 XP and Radeon 8500, I mean this game will not even get to the title screen.

    I knew that I was going to have to upgrade for this game, but just how much was not what I had anticipated. Basically I need a whole-new top of the line rig to get this to play right.

    Which leads to another problem: the gameplay. I played Total Annhilation, but did not fall in love with it. I didn’t have an internet connection at the time and that’s probably half the reason for my disinterest. At the time I had to rely on the single-player experience and I found it lacking.

    Hearing that this game lacks the kind of “soul” that Blizzard can infuse in their games means I’m better off re-installing StarCraft and Brood War while praying StarCraft 2 isn’t Galaxy of StarCraft.

    In the mean-time, I may just pick up an XBox360 and hope that Command and Conquer 3 doesn’t screw the pooch and put that series to bed entirely for me.

    Great Article.



  3. #3  Cyrris
    15th February | Reply

    In Reply to #1:

    Vermy - I haven’t played any of the Total War games or CoH, but I wouldn’t say SupCom takes a paper-scissors-rock approach. Frankly there are just so many units and buildings that it’s not really possible. Everything does seem rather logical in what it is vulnerable to and what it is good against - but it seems to be much more about how you use your units, rather than what unit combinations you choose to build.

    And Head881 - that system of yours really is ancient. What games have you been playing these last few years on that?



  4. #4  Head881
    16th February | Reply

    In Reply to #3:

    Honestly, I haven’t been playing much on my computer.

    Grad School took up a lot of my time for the better part of three years and a nice chunk of that was writing my thesis. So, gaming wasn’t exactly a priority that required the financial investment needed to upgrade.

    Basically the last couple of games I bought for the PC were Dawn of War and Winter Assault and of course World of WarCraft. Otherwise I was on my DS.

    I was waiting for Vista to be released before deciding on what exactly I was going to do. Either upgrade or buy/build a new one from scratch.



  5. #5  Holliday
    16th February | Reply

    Vermouth, upon even more play I can say you’ll find a bit of a blend of rock/paper/scissors (RPS) and strategy. It isn’t “tactics” mind you, the game is far too large for that.

    I’ve moved to Hard difficulty and the AI has really ramped up. The game feels far more like a full scale war than battle management. We aren’t talking about manuevering 3 or 4 units around while contesting a point. This is managing 3 theaters of war with multiple fronts (4+ generally). Make no mistake there are some situations when you can just annihilate an enemy’s force by having an RPS advantage.

    If an enemy sends ground units that have no AA capacity at you a bomber squad will make craters of them. Alternatively if you send a bomber squad to attack a post guarded by fighters or AA you’ll be lucky to have a couple bombs hit.

    The further a match gets in the more complicated and less severe the RPS gets. Units of the later tiers get a bit more well rounded (but still heavily favor a certain advantage). Some T3 bombers have “limited” air-to-air combat ability. This seems to be in place so they don’t automatically loose to T1 fighters since they can’t shoot back at all.

    Beyond the RPS though is just the sheer scope of the game. Because of air/navy/land units you have so many options available to you. It seems wise to at least field a force in each category and not focus on just 2 (1 would be death). If you’ve tried the demo note that the land mass is 10km x 10km, retail has makes of 81km x 81km.

    The more I play the more I realize this is the strategy game for people who love strategy games.



  6. #6  Cyrris
    18th February | Reply

    Well, I have some good news and some bad news.

    The bad news first: I am an idiot.

    Now, on to the good news. I was doing some more reading around the place as to peoples experiences with the demo and a surprising number of them found it to be a fair bit more playable than I did, despite having slower systems than me. So, I decided to check out some options and sure enough, even though I was so sure I had turned them off, the anti-aliasing and anisotropic filtering were both being forced on (at 4x strength) in my Nvidia control panel.

    Turning them off, and the game runs a fair bit smoother - though still not well enough to be playable in decent sized battles. But it was a lot more bearable just playing around, and explosions are all definitely more satisfying.

    Last time I make that mistake.



  7. #7  Droniac
    19th February | Reply

    Woa, great article. Nice piece of writing and nice screenshots.

    I really liked this demo. The moment I started it I was greeted by the great cgi intro and then amazing musical scores, both in-game and in the menu. It’s one of those few recent games that really managed to put the atmosphere back in that gets you pumped up, like old games (starcraft, unreal tournament, outcast) used to.

    And that’s why it’s poor performance is so horrible. I love the game, it’s setting, the gameplay, the story - and I really want to continue, but I’m not certain as to whether I should buy this game after seeing it’s rather poor performance. Essentially this game demands a Intel Core 2 Duo processor - and if I want to sport one of those in my system then I’ll need to upgrade everything: my current PC is still AGP-based, works with SDRAM & has a single-core Athlon64 processor.

    Now I’d still pick it up if the in-game settings were to have an effect on it’s performance, but they simply don’t. This game doesn’t rely on the power of your video card (Oblivion) or the speed of your hard disk (Lord of the Rings Online). It relies on pure processing power - and that’s exactly the component most gamers, up until recently, saved money on. The fact that the performance issues are largely processor-related also makes it nigh-impossible to improve performance through tweaking. It’s simply the immense amount of AI algorithms that have to constantly be calculated that grinds it to a halt.

    I’ll still be playing the demo some more, fooling around with some settings to see if I can get it a wee bit more playable. Otherwise this will be a game I buy after my next upgrade, which could take a while - and that’s a pity, because this game is well worth buying! (and even upgrading for - if I didn’t know better than to wait a while before upgrading - now is simply not the best time)



  8. #8  Holliday
    19th February | Reply

    Droniac, I might be able to help you out a little. If you have a creative soundcard (Audigy 2 or X-fi) try altering the executable’s target line and added ” /nosound” at the end. You might want to try it even if you don’t have a creative card. It seems like sound devices (even some unboard) are really causing a bit of sluggish performance for a lot of people.

    Since writing I’ve run several extensive benchmarks on my desktop PC. Using fraps I’ve replayed the demo map 4 times doing pretty much the same exact build order: A bunch of gens, fabs, 2 land factories then had each build 100 units (100 light bots, 100 mantis tanks). I then sent the rather large force at the enemies base (medium difficulty) and killed its commander, stopped the benchmarking after the explosion.

    On the following settings resolution (1280×1024) and V-sync (off) were the same:

    All options high and FSAA - 4x
    All options high and FSAA - 4x, /nosound

    All options low, FFAA - off, anything else (background etc. off)
    All options low, FFAA - off, anything else - off, /nosound

    In both sets (high and low) having the sound on halved the frame rates. Also occurrences where the game would freeze for a moment were more prevalent. The resulting frame rates though were within 5 fps of each other (between high and low).

    I also tried a couple less structured benchmarks recording from a saved game on hard that was well along (feature monkeylord action). Results were similar. I cranked the game speed (num pad +) up to 2x for these and remarkably got an average of 19fps. I think a minor freeze or 2 brought down the average to what was generally a very smooth experience.

    I now have the retail game but only got to try it for about 5 minutes before I left for work. It does have an integrated tutorial that is essentially a sandbox. But the best thing is it gives you all 3 ACUs to play with at once. There are complimentary videos you can run within the game (no outside website) that show the basics and a little of the shift-interface. Overall it is my preferred tutorial style and being able to play multiple races in a sandbox should be a genre ‘given’ from now on.

    I did notice in a test skirmish that there was sound sputtering and flicking. I think my audigy 2 might be to blame as some forum posts report those problems. Apparently Windows Vista completely disables hardware audio acceleration (wtf) which might also explain why it runs better on my macbook pro (XP).



  9. #9  Droniac
    19th February | Reply

    Ooh thanks for the tip! I do have an Audigy 2 sound card, so hopefully it’ll boost my performance a little. I think I might also have forgotten to turn of Anti-Aliasing and Anisotropic Filtering so maybe I’ll be able to boost performance to a level where I’ll purchase the game regardless of it’s system requirements.. ;)

    It sucks that some games totally screw up their audio hardware support. I remember Black & White 2 being unplayable on any PC with an Audigy card, similarly in early LotRO beta versions having EAX (which basically means you’re using an Audigy) enabled would result in insane stuttering and random crashes.

    As for Windows Vista. It doesn’t support the same audio libraries as Windows XP - so the Audigy drivers are rendered useless. Creative is working on implementing a solution for that, which you can already try out in their Vista beta drivers. They’re essentially forcing games to run with Audigy hardware in OpenAL. Those drivers are designed for the X-Fi Audigies, but I hear they work with Audigy 2’s as well.



  10. #10  Holliday
    19th February | Reply

    I’ve been hesitant to try out those beta drivers. In the demo I definitely suffered performance because of the audio but it wasn’t the same kind of crippling stuff I noticed on my brief skirmish trial. Oddly enough in the tutorial I don’t recall any noise skips or stuttering so I will have to give it another go when I get home tonight.

    My hesitation lies in my experience with the Audigy 2 soundcard. I’ve had the thing forever and with my 5.1 system I just cannot play games without surround anymore. What once I thought was a minor part of the hardware for a gaming PC became crucial, second place to the video card (now probably 3rd due to SupComs CPU lust). However, i’ve never had a good experience with ANY post-release drivers for the soundcard.

    By post-release I mean anything released after the initial drivers that came on my sound card’s CDs. I’ve tried updating them at all sorts of different times with different versions and I always get crashes and incomplete installs or screwed up speaker recognition. I’ve steered as far away from creative’s website as I could for the last 2 years. I just install straight from my discs (amazingly I still have them) and I have never had a problem. Until now at least.

    If you give the beta drivers a go please share your experience. Granted I am flying by just a brief couple minutes of retail experience I would hate for my pretty excellent performance from the demo to go all fubar on me when I switch to retail.



  11. #11  Droniac
    19th February | Reply

    Yeah the Creative drivers do seem to be some troublemakers. I had a fair bit of trouble installing any downloaded drivers myself. Unfortunately I can’t test the beta drivers for Windows Vista, because I don’t own Windows Vista. I’m waiting for it to become stable - and for upgrading (my PC that is, not Windows) becomes necessary.

    Which means I’ll probably get it around the time Unreal Tournament 3 is released ;)



  12. #12  Droniac
    24th February | Reply

    Ok, so I tried the demo again with ” /nosound” and it boosted my framerate by roughly 10 fps. Additionally it seems that changing texture and level of detail settings has no noticeable impact on performance. I can play in high or low and the difference will be at most 1 fps. The only settings that seemed to matter in terms of performance were fidelity and shadow fidelity. Turning them up would result in a rather significant drop in fps.

    Anyway, so it’s certainly playable when I turn sound off manually like that, but it detracts a lot from the atmosphere of the game. It’s also quite well playable with sound turned on (average FPS of 20-30), but I’d rather not buy this game until I can play it in absolute full detail in a nice resolution. That way I’ll get to experience it all in absolutely stunning detail at high framerates, rather than eventually getting bored with the game even before I upgrade and never getting to see the amazing detail of Supreme Commander in 1600×1200 with everything turned up high.

    Besides, I’ve yet to play through pretty much a dozen games I’ve purchased/received - so it’d be better to finish those games first… then I can dedicate my time on Supreme Commander goodness when I upgrade my PC (after UT3 is released ;) ). I’ve purchased a lot of games too early before - so I’m working on my patience this time - there’s no rush :



  13. #13  Software Engineer
    14th April | Reply

    The major point everyone is neglecting here is the game developers did a terrible terrible job on this game. Performance is something that should be placed at the top of the list when developing any software. Performance was obviously not a consideration with Supreme Commander. It seems almost as though all games in this line including all Total Anihilation games had the exact same problem.

    This team of developers needs to find an alternative to what is actually causing the lag. They certainly have to profile the application to isolate slow areas of code. Perhaps its the AI, but not to sure since other games like Dawn of War and Company of Heroes run fine with hundreds of units in map on my system (about 65FPS) but I get about only 21FPS with supreme commander.

    Its obviously possible to improve this games performance but the developers seem to have not taken the time to isolate the bottleneck and correct the issue with replacement logic. Probably due to greed to get to market quickly or maybe even due to lack of ability…



  14. #14  blamesatan
    26th April | Reply

    To post #13, I’d have to disagree with you. This game was coded in such a way that allowed every single unit to operate with its own AI. As somebody who personally owns both CoH and DoW, I can say that slow framerates for SupCom on normal systems is understandable. First off, the population caps for CoH and DoW aren’t near 500 per player. Second, both games utilize a similar RTS style of grouping units, that is putting infantry and similar units in squads, while vehicles remain singular. Processing the AI for a squad of 5 is considerably less stressful than processing the AI for 5 individual units. Correcting this said “bottleneck” would be taking away from what the games original intentions are. And besides, everybody always complains about how some games aren’t “next-gen”, and yet when a game comes around that really puts that term to the test, people whine and cry that it’s too much for their system. One word: UPGRADE!



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