Supreme Commander Thread!

Ran the test @ 1600x1200/1280x1024 (dual screen) max settings on [email protected]/7900gt/2gb ram/raptor75gig: 103.3 score

My Core Duo 1.8ghz 1gig of ram and a x1600 mobile got a 157.1 on the supcom stress test.

So you have double the cpu, graphics, ram, and hd and you went down 50 points.

Granted it's better, but it's hard to decipher which is the more important component.

Can anyone post some more scores?
 
1920x1200 all settings max gets me a 123.4.

rig in sig.

OH YEAH im running vista to. (just to throw another monkey wrench into the comparisons of scores)

dunno what this is but its the log file:


Code:
Stats Log Report 

Logged frames          : 3786
Timestamp              : Mon Feb 05 00:27:39 2007

SupComMark (sim)       :   0.0
SupComMark (render)    : 123.4
SupComMark (composite) : 123.4
(Note: SupComMark scores represent overall system performance.  Lower is better.)


Instance Counts
               class Moho::CTask ........................: calls[  3786] min[ 16600.00] max[ 21042.00] avg[ 18482.666]
               class Moho::ScrDiskWatcherTask ...........: calls[  3786] min[     3.00] max[     3.00] avg[     3.000]
               class Moho::CTaskThread ..................: calls[  3786] min[ 16560.00] max[ 20832.00] avg[ 18405.842]
               class Moho::CScriptObject ................: calls[  3786] min[ 18913.00] max[ 28562.00] avg[ 20913.604]
               class Moho::CLuaTask .....................: calls[  3786] min[    72.00] max[  1643.00] avg[   286.165]
               class Moho::RRuleGameRules ...............: calls[  3786] min[     1.00] max[     1.00] avg[     1.000]
               class Moho::RBlueprint ...................: calls[  3786] min[  2385.00] max[  2385.00] avg[  2385.000]
               class Moho::CAiBrain .....................: calls[  3786] min[     5.00] max[     5.00] avg[     5.000]
               class Moho::CAiPersonality ...............: calls[  3786] min[     5.00] max[     5.00] avg[     5.000]
               class Moho::CPlatoon .....................: calls[  3786] min[    10.00] max[    10.00] avg[    10.000]
               class Moho::Entity .......................: calls[  3786] min[ 14067.00] max[ 17057.00] avg[ 15519.049]
               class Moho::Prop .........................: calls[  3786] min[  9781.00] max[ 11316.00] avg[ 10232.011]
               class Moho::Unit .........................: calls[  3786] min[   833.00] max[  1284.00] avg[  1126.815]
               class Moho::CAiNavigatorImpl .............: calls[  3786] min[    62.00] max[   307.00] avg[   174.420]
               class Moho::CAiSteeringImpl ..............: calls[  3786] min[    62.00] max[   307.00] avg[   174.420]
               class Moho::LAiAttackerImpl ..............: calls[  3786] min[   128.00] max[   402.00] avg[   263.696]
               class Moho::CScriptEvent .................: calls[  3786] min[   514.00] max[  1580.00] avg[  1114.055]
               class Moho::CFireWeaponTask ..............: calls[  3786] min[   205.00] max[   626.00] avg[   436.809]
               class Moho::CAcquireTargetTask ...........: calls[  3786] min[   194.00] max[   606.00] avg[   418.820]
               class Moho::CCommandTask .................: calls[  3786] min[   849.00] max[  1518.00] avg[  1186.465]
               class Moho::IEffect ......................: calls[  3786] min[   682.00] max[  2360.00] avg[  1249.447]
               class Moho::Shield .......................: calls[  3786] min[     1.00] max[    17.00] avg[     4.882]
               class Moho::CollisionBeamEntity ..........: calls[  3786] min[    48.00] max[   156.00] avg[    97.143]
               class Moho::CWaitForTask .................: calls[  3786] min[     6.00] max[    38.00] avg[    19.897]
               class Moho::CUnitCommand .................: calls[  3786] min[    45.00] max[   139.00] avg[    75.542]
               class Moho::CDecalHandle .................: calls[  3786] min[   456.00] max[  5940.00] avg[  1098.118]
               class Moho::Projectile ...................: calls[  3786] min[    36.00] max[   500.00] avg[   144.319]
               class Moho::ReconBlip ....................: calls[  3786] min[  2262.00] max[  4278.00] avg[  3700.945]
               class Moho::MotorFallDown ................: calls[  3092] min[     1.00] max[  1474.00] avg[   153.691]
               class Moho::CDamage ......................: calls[    30] min[     1.00] max[     2.00] avg[     1.533]
               class Moho::MotorSinkAway ................: calls[  2556] min[     1.00] max[  1462.00] avg[    63.573]

Sound
               PendingDestroy ...........................: calls[  3768] min[     1.00] max[   134.00] avg[    33.500]
               LimitedLoop ..............................: calls[  3786] min[    13.00] max[    96.00] avg[    39.120]
               StartEntityLoop ..........................: calls[   483] min[     1.00] max[    14.00] avg[     1.375]
               StopEntityLoop ...........................: calls[  3004] min[     1.00] max[    32.00] avg[     7.346]
               ActiveEntityLoops ........................: calls[  3786] min[    14.00] max[    67.00] avg[    30.754]

Render
               PresentCount .............................: calls[  3786] min[     1.00] max[     1.00] avg[     1.000]
               FlatDecals ...............................: calls[  2295] min[     1.00] max[   120.00] avg[    40.620]
               ActiveEmitters ...........................: calls[  3465] min[     1.00] max[   869.00] avg[   143.674]

Frame
               Time .....................................: calls[  3786] min[    35.89] max[   370.55] avg[   106.460]
               FPS ......................................: calls[  3786] min[     2.70] max[    27.87] avg[    13.100]

EntityCount .............................................: calls[  3786] min[ 14067.00] max[ 17057.00] avg[ 15519.070]
               Prop .....................................: calls[  3786] min[  9781.00] max[ 11316.00] avg[ 10232.013]
               Unit .....................................: calls[  3786] min[   833.00] max[  1284.00] avg[  1126.815]
               Shield ...................................: calls[  3786] min[     1.00] max[    17.00] avg[     4.882]
               Other ....................................: calls[  3786] min[   138.00] max[   504.00] avg[   309.880]
               Projectile ...............................: calls[  3786] min[    36.00] max[   500.00] avg[   144.337]
               Blip .....................................: calls[  3786] min[  2262.00] max[  4278.00] avg[  3700.945]

Sync
               Entity
                                              Count .....: calls[  3786] min[  3284.00] max[  6127.00] avg[  5204.386]
               Count ....................................: calls[  2879] min[     1.00] max[     4.00] avg[     1.354]

UserSync
               SessionTick
                                              NumTickers : calls[  3786] min[   662.00] max[  1324.00] avg[  1149.160]

Shoreline
               TotalCells ...............................: calls[  3786] min[  3626.00] max[  3626.00] avg[  3626.000]

Tick ....................................................: calls[  3786] min[   279.00] max[  4177.00] avg[  2241.187]
 
So you have double the cpu, graphics, ram, and hd and you went down 50 points.

Granted it's better, but it's hard to decipher which is the more important component.

Can anyone post some more scores?

I forgot to mention my laptops resolution is 1280x800

Medium graphics settings.
 
Specs:

P4 550 3.4ghz
1gig DDR
eVGA 7600gt
2x120 120gb RAID0
WinXP

1650x1080 Resolution
Version: Beta .53 (latest)

Score 107.6

Code:
Stats Log Report 

Logged frames          : 4773
Timestamp              : Wed Jan 31 11:34:48 2007

SupComMark (sim)       :   0.0
SupComMark (render)    : 107.6
SupComMark (composite) : 107.6
(Note: SupComMark scores represent overall system performance.  Lower is better.)


Instance Counts
               class Moho::CTask ........................: calls[  4773] min[ 16728.00] max[ 21230.00] avg[ 18803.576]
               class Moho::ScrDiskWatcherTask ...........: calls[  4773] min[     3.00] max[     3.00] avg[     3.000]
               class Moho::CTaskThread ..................: calls[  4773] min[ 16680.00] max[ 20995.00] avg[ 18706.822]
               class Moho::CScriptObject ................: calls[  4773] min[ 19079.00] max[ 28982.00] avg[ 21464.064]
               class Moho::CLuaTask .....................: calls[  4773] min[    74.00] max[  1686.00] avg[   322.777]
               class Moho::RRuleGameRules ...............: calls[  4773] min[     1.00] max[     1.00] avg[     1.000]
               class Moho::RBlueprint ...................: calls[  4773] min[  2385.00] max[  2385.00] avg[  2385.000]
               class Moho::CAiBrain .....................: calls[  4773] min[     5.00] max[     5.00] avg[     5.000]
               class Moho::CAiPersonality ...............: calls[  4773] min[     5.00] max[     5.00] avg[     5.000]
               class Moho::CPlatoon .....................: calls[  4773] min[    10.00] max[    11.00] avg[    10.305]
               class Moho::Entity .......................: calls[  4773] min[ 14641.00] max[ 17148.00] avg[ 15714.980]
               class Moho::Prop .........................: calls[  4773] min[  9833.00] max[ 11456.00] avg[ 10298.327]
               class Moho::Unit .........................: calls[  4773] min[   837.00] max[  1291.00] avg[  1139.510]
               class Moho::CAiNavigatorImpl .............: calls[  4773] min[    64.00] max[   323.00] avg[   183.069]
               class Moho::CAiSteeringImpl ..............: calls[  4773] min[    64.00] max[   323.00] avg[   183.069]
               class Moho::LAiAttackerImpl ..............: calls[  4773] min[   133.00] max[   417.00] avg[   273.376]
               class Moho::CScriptEvent .................: calls[  4773] min[   560.00] max[  1634.00] avg[  1155.082]
               class Moho::CFireWeaponTask ..............: calls[  4773] min[   214.00] max[   635.00] avg[   451.047]
               class Moho::CAcquireTargetTask ...........: calls[  4773] min[   202.00] max[   615.00] avg[   432.560]
               class Moho::CCommandTask .................: calls[  4773] min[   853.00] max[  1570.00] avg[  1218.558]
               class Moho::IEffect ......................: calls[  4773] min[   699.00] max[  2562.00] avg[  1369.403]
               class Moho::Shield .......................: calls[  4773] min[     2.00] max[    18.00] avg[     6.626]
               class Moho::CollisionBeamEntity ..........: calls[  4773] min[    55.00] max[   156.00] avg[   101.880]
               class Moho::CWaitForTask .................: calls[  4773] min[     8.00] max[    42.00] avg[    21.120]
               class Moho::CUnitCommand .................: calls[  4773] min[    44.00] max[   142.00] avg[    81.201]
               class Moho::CDecalHandle .................: calls[  4773] min[   456.00] max[  5920.00] avg[  1230.449]
               class Moho::Projectile ...................: calls[  4773] min[    36.00] max[   523.00] avg[   159.573]
               class Moho::ReconBlip ....................: calls[  4773] min[  2766.00] max[  4341.00] avg[  3774.348]
               class Moho::MotorFallDown ................: calls[  4354] min[     1.00] max[  1490.00] avg[   168.148]
               class Moho::CDamage ......................: calls[    41] min[     1.00] max[     2.00] avg[     1.610]
               class Moho::MotorSinkAway ................: calls[  3619] min[     1.00] max[  1455.00] avg[    50.525]

Sound
               PendingDestroy ...........................: calls[  4753] min[     1.00] max[   114.00] avg[    41.733]
               LimitedLoop ..............................: calls[  4773] min[    18.00] max[   108.00] avg[    44.956]
               StartEntityLoop ..........................: calls[  1034] min[     1.00] max[    12.00] avg[     1.465]
               StopEntityLoop ...........................: calls[  3921] min[     1.00] max[    32.00] avg[     9.079]
               ActiveEntityLoops ........................: calls[  4773] min[    17.00] max[    72.00] avg[    37.246]

Render
               PresentCount .............................: calls[  4773] min[     1.00] max[     1.00] avg[     1.000]
               FlatDecals ...............................: calls[  2974] min[     1.00] max[   106.00] avg[    37.874]
               ActiveEmitters ...........................: calls[  4343] min[     1.00] max[   748.00] avg[   139.716]

Frame
               Time .....................................: calls[  4773] min[    35.07] max[   301.81] avg[    90.613]
               FPS ......................................: calls[  4773] min[     3.31] max[    28.51] avg[    13.058]

EntityCount .............................................: calls[  4773] min[ 14641.00] max[ 17148.00] avg[ 15715.004]
               Prop .....................................: calls[  4773] min[  9833.00] max[ 11456.00] avg[ 10298.331]
               Unit .....................................: calls[  4773] min[   837.00] max[  1291.00] avg[  1139.511]
               Shield ...................................: calls[  4773] min[     2.00] max[    18.00] avg[     6.626]
               Other ....................................: calls[  4773] min[   162.00] max[   548.00] avg[   336.611]
               Projectile ...............................: calls[  4773] min[    36.00] max[   523.00] avg[   159.587]
               Blip .....................................: calls[  4773] min[  2766.00] max[  4341.00] avg[  3774.348]

Sync
               Entity
                                              Count .....: calls[  4773] min[  3752.00] max[  6300.00] avg[  5310.026]
               Count ....................................: calls[  3531] min[     1.00] max[     3.00] avg[     1.104]

UserSync
               SessionTick
                                              NumTickers : calls[  4773] min[   917.00] max[  1326.00] avg[  1180.999]

Tick ....................................................: calls[  4773] min[   279.00] max[  4175.00] avg[  2201.894]
 
Does anyone know if the benchmark normalizes the score based on settings? If not, the results are pretty much useless unless comparing people with the exact same game settings.
 
Does anyone know if the benchmark normalizes the score based on settings? If not, the results are pretty much useless unless comparing people with the exact same game settings.

Specs:

P4 550 3.4ghz
1gig DDR
eVGA 7600gt
2x120 120gb RAID0
WinXP

1650x1080 Resolution
Version: Beta .53 (latest)

Score 107.6

Point taken, considering there is only a 5 point difference between pain's specs (non dual core) less ram (probably wouldn't add much for framerates or stress testing) and the previous one with dual core. I think the card is probably affecting it the most. The gold version will probably be more optimized for dual core, from other people's quotes in this thread that seems to be the case. Although, I'm not sure if that's it. In my opinion I would rather upgrade my card, (get the benefit of other games in the process) than change my mobo and processor. Still all speculation.
 
Video Cards shine I think in the stress test because the max units running around are somewhere under 600 total. In a 4 player game where the unit cap is 500 units each and you got a total of 2k units it will stress the CPU more. Also listing the game quality settings are needed to do a good comparision. Comparing X computer with highest settings and a high resolution to someone who is running X computer at lowest settings on a lower resolution is not a good comparision. This stress test however was designed to get an idea of how X computer runs at its 24/7 playable settings so it wont slow down the game for others. For instance you can get someone running at 1600x1200 highest settings with a score of 90 and someone running at 1024x768 at lowest setting swith a score of 110. These two would be compatitble to play a game with decently no lag. These scores are most likely going to be listed with your user ID statstics for GPGNET.
 
If we are going to start collection these "benches" we should probably normalize to a set resolution so they are at least meaningful.

A core2 with a 7900gt should sock the shit out of a P4 with a 7600, but it only beats it by 4 points.
 
Here is a good Template I made up:

CPU: ex. core 2 duo e6600, P4 3.0ghz, etc
RAM: ex. 2gig DDR2, 1gig DDR, etc.
VIDEO CARD: ex. 7900GT, x800, SLI 8800GTX, etc.
SOUND: Onboard or Dedicated?
RESOLUTIONS: ex. Primary: 1600x1200 Secondary:1280x1024 (if you have dual screen list)

Video Settings

Fidelity: ex. HIGH, LOW, etc.
Shadow Fidelity: ex. HIGH, LOW, etc.
Anti Aliasing: ex. 2, 4, 8, etc.
Texture Detail: ex. HIGH, LOW, etc.
Level of Detail: ex. HIGH, LOW, etc.
Verticle Sync: On or Off?

Version: beta .53 etc.
Score: 100... 120... etc.
 
The template should help, but I'd say a seperate Supreme Commander Performance Thread is in order.
 
CPU: core 2 duo e6600 (2 cores) @3.44ghz
RAM: 2gig DDR2
VIDEO CARD: 8800GTS
SOUND: Dedicated Creative X-FI music
RESOLUTIONS:
*Running dual screen*
Primary: 1680x1050 *corrected*
Secondary: 1280x1024

Video Settings

Fidelity: HIGH
Shadow Fidelity: HIGH
Anti Aliasing: 8
Texture Detail: HIGH
Level of Detail: HIGH
Verticle Sync: On

Version: beta .53
Score: 76.6

BTW added the GHZ number to the CPU field since a lot of us have overclocked CPUs. If the GPU is OCed add in as well.
 
The template should help, but I'd say a seperate Supreme Commander Performance Thread is in order.

Yeah good idea we can make one but would be good if someone was handy with excel could update the database.
 
Yeah good idea we can make one but would be good if someone was handy with excel could update the database.

I'm going to do that based on nullzero's format above. So try and stick to it; especially the resolution.
 
CPU: core 2 duo e6600 (2 cores)
RAM: 2gig DDR2
VIDEO CARD: 8800GTX
SOUND: Dedicated Creative Audigy
RESOLUTIONS:
Primary: 1920x1200

Video Settings

Fidelity: HIGH
Shadow Fidelity: HIGH
Anti Aliasing: 0
Texture Detail: HIGH
Level of Detail: HIGH
Verticle Sync: Off

Score: -2.4

Code:
Stats Log Report 

Logged frames          : 20228
Timestamp              : Mon Feb 05 21:08:38 2007

SupComMark (sim)       :   0.0
SupComMark (render)    :  -2.4
SupComMark (composite) :  -2.4
(Note: SupComMark scores represent overall system performance.  Lower is better.)


Instance Counts
               class Moho::CTask ........................: calls[ 20228] min[ 16683.00] max[ 21019.00] avg[ 18676.648]
               class Moho::ScrDiskWatcherTask ...........: calls[ 20228] min[     3.00] max[     3.00] avg[     3.000]
               class Moho::CTaskThread ..................: calls[ 20228] min[ 16644.00] max[ 20824.00] avg[ 18592.430]
               class Moho::CScriptObject ................: calls[ 20228] min[ 19143.00] max[ 28524.00] avg[ 21209.035]
               class Moho::CLuaTask .....................: calls[ 20228] min[    72.00] max[  1621.00] avg[   306.937]
               class Moho::RRuleGameRules ...............: calls[ 20228] min[     1.00] max[     1.00] avg[     1.000]
               class Moho::RBlueprint ...................: calls[ 20228] min[  2385.00] max[  2385.00] avg[  2384.348]
               class Moho::CAiBrain .....................: calls[ 20228] min[     5.00] max[     5.00] avg[     5.000]
               class Moho::CAiPersonality ...............: calls[ 20228] min[     5.00] max[     5.00] avg[     5.000]
               class Moho::CPlatoon .....................: calls[ 20228] min[    10.00] max[    10.00] avg[    10.000]
               class Moho::Entity .......................: calls[ 20228] min[ 14233.00] max[ 17068.00] avg[ 15643.651]
               class Moho::Prop .........................: calls[ 20228] min[  9859.00] max[ 11366.00] avg[ 10313.305]
               class Moho::Unit .........................: calls[ 20228] min[   822.00] max[  1285.00] avg[  1127.689]
               class Moho::CAiNavigatorImpl .............: calls[ 20228] min[    68.00] max[   304.00] avg[   179.324]
               class Moho::CAiSteeringImpl ..............: calls[ 20228] min[    68.00] max[   304.00] avg[   179.324]
               class Moho::LAiAttackerImpl ..............: calls[ 20228] min[   133.00] max[   398.00] avg[   268.309]
               class Moho::CScriptEvent .................: calls[ 20228] min[   563.00] max[  1598.00] avg[  1147.390]
               class Moho::CFireWeaponTask ..............: calls[ 20228] min[   225.00] max[   617.00] avg[   448.483]
               class Moho::CAcquireTargetTask ...........: calls[ 20228] min[   214.00] max[   597.00] avg[   430.414]
               class Moho::CCommandTask .................: calls[ 20228] min[   844.00] max[  1509.00] avg[  1196.737]
               class Moho::IEffect ......................: calls[ 20228] min[   699.00] max[  2350.00] avg[  1304.244]
               class Moho::Shield .......................: calls[ 20228] min[     1.00] max[    17.00] avg[     4.866]
               class Moho::CollisionBeamEntity ..........: calls[ 20228] min[    49.00] max[   156.00] avg[    98.981]
               class Moho::CWaitForTask .................: calls[ 20228] min[     5.00] max[    50.00] avg[    20.785]
               class Moho::CUnitCommand .................: calls[ 20228] min[    44.00] max[   140.00] avg[    77.817]
               class Moho::CDecalHandle .................: calls[ 20228] min[   456.00] max[  5938.00] avg[  1153.840]
               class Moho::Projectile ...................: calls[ 20228] min[    36.00] max[   542.00] avg[   152.128]
               class Moho::ReconBlip ....................: calls[ 20228] min[  2318.00] max[  4337.00] avg[  3730.645]
               class Moho::MotorFallDown ................: calls[ 16583] min[     1.00] max[  1448.00] avg[   154.847]
               class Moho::CDamage ......................: calls[    11] min[     1.00] max[     2.00] avg[     1.818]
               class Moho::MotorSinkAway ................: calls[ 12636] min[     1.00] max[  1447.00] avg[    89.391]

Sound
               PendingDestroy ...........................: calls[ 20227] min[     1.00] max[   125.00] avg[    38.552]
               LimitedLoop ..............................: calls[ 20228] min[    16.00] max[    95.00] avg[    41.675]
               StartEntityLoop ..........................: calls[  3936] min[     1.00] max[    12.00] avg[     1.414]
               StopEntityLoop ...........................: calls[ 15918] min[     1.00] max[    35.00] avg[     8.019]
               ActiveEntityLoops ........................: calls[ 20228] min[    17.00] max[    75.00] avg[    33.506]

Render
               PresentCount .............................: calls[ 20228] min[     1.00] max[     1.00] avg[     1.000]
               FlatDecals ...............................: calls[ 12218] min[     1.00] max[   109.00] avg[    42.978]
               ActiveEmitters ...........................: calls[ 18398] min[     1.00] max[   874.00] avg[   188.839]

Frame
               Time .....................................: calls[ 20228] min[    10.38] max[   113.56] avg[    21.524]
               FPS ......................................: calls[ 20228] min[     8.81] max[    96.33] avg[    53.874]

EntityCount .............................................: calls[ 20228] min[ 14233.00] max[ 17068.00] avg[ 15643.654]
               Prop .....................................: calls[ 20228] min[  9859.00] max[ 11366.00] avg[ 10313.305]
               Unit .....................................: calls[ 20228] min[   822.00] max[  1285.00] avg[  1127.689]
               Shield ...................................: calls[ 20228] min[     1.00] max[    17.00] avg[     4.866]
               Other ....................................: calls[ 20228] min[   141.00] max[   509.00] avg[   314.258]
               Projectile ...............................: calls[ 20228] min[    36.00] max[   542.00] avg[   152.129]
               Blip .....................................: calls[ 20228] min[  2318.00] max[  4337.00] avg[  3730.645]

Sync
               Entity
                                              Count .....: calls[ 20228] min[  3272.00] max[  6132.00] avg[  5247.810]
               Count ....................................: calls[  3887] min[     1.00] max[     1.00] avg[     1.000]

UserSync
               SessionTick
                                              NumTickers : calls[ 20228] min[   678.00] max[  1325.00] avg[  1160.035]

Shoreline
               TotalCells ...............................: calls[ 20228] min[  3626.00] max[  3626.00] avg[  3624.915]
               Vertices .................................: calls[ 17682] min[    12.00] max[ 12288.00] avg[  1210.136]
               Triangles ................................: calls[ 17682] min[     4.00] max[  4096.00] avg[   403.378]

Tick ....................................................: calls[ 20228] min[   279.00] max[  4165.00] avg[  2155.083]
 
Guys, I'm curious. I'm running a Dell 30" as my main display and I want to add another one, wall mounted, for my secondary map display for Supreme Commander. Is it possible for my SLI 8800GTX to run this? I'm curious how it would even work.
 
Guys, I'm curious. I'm running a Dell 30" as my main display and I want to add another one, wall mounted, for my secondary map display for Supreme Commander. Is it possible for my SLI 8800GTX to run this? I'm curious how it would even work.

SLI doesnt work with dual screen as it stands. You need to run both monitors through a single card.
 
Would an 8800GTS be enough to run two 1280x1024 monitors with all the eye candy, plus some room if I get a larger primary down the road?
 
Would an 8800GTS be enough to run two 1280x1024 monitors with all the eye candy, plus some room if I get a larger primary down the road?

Yes it would if you pair it up with a decent dual core CPU like a e4300 or above. I have a 8800GTS run dual screen all settings to max. 1680x1050 primary secondary 1280x1024.
 
Well after downloading the demo from today, it doesn't look like the performance test works in this one.
 
This demo is making my system cry tears of agony ... as is my wallet, knowing what I'd have to get in order to run this thing at high detail settings. :rolleyes:


Nevertheless, an amazing game.
 
Well after downloading the demo from today, it doesn't look like the performance test works in this one.

They probably have bare min. content in the demo to keep it small, fast, and non bloated. The test has an extra hidden map that is only contained in beta.
 
I cannot wait to get this game, I have not been excited for an RTS since Homeworld 2 came out. I played the Demo for Company of Hero's and while fun I felt like I was playing BF2 as the commander.

With this I love queing up things, deciding where to place my pieces and how to start my attack. I do think they need to tweek the AI a little but for the release I am sure they will have fixed them up. Wish my second monitor wasnt a POS so I could make more use of it than just a map screen. Game run perfectly maxed out, really cannot wait to get some bigger maps and better AI!
 
It's been a long wait since Total Annilhilation. This should be good.. PC Pro mag in the UK gave it 5 out of 6
 
Getting mine today, got call from EB last night. Hopefully will get the extras for Pre-ordering like I'm supposed to.

I am hoping to have better luck with Dual screen with full release than with the demo. I have a Dell 2405 and a smaller 17" Dell. I set it to span but when I go into game it just gives me choice for the "spanned" resolution. I am running specs below, with both monitors running off of same card. Info on troubleshooting dual screen is non existent.
 
Getting mine today, got call from EB last night. Hopefully will get the extras for Pre-ordering like I'm supposed to.

I am hoping to have better luck with Dual screen with full release than with the demo. I have a Dell 2405 and a smaller 17" Dell. I set it to span but when I go into game it just gives me choice for the "spanned" resolution. I am running specs below, with both monitors running off of same card. Info on troubleshooting dual screen is non existent.

You don't want to set it to spanned, that is why it isn't working. Have both monitors act as independant displays then just enable secondary display in the game's menu.
 
You don't want to set it to spanned, that is why it isn't working. Have both monitors act as independant displays then just enable secondary display in the game's menu.

that's what I get for following directions.... Broke a man rule, and paid the price.

Thanks!
 
My game refuses to install!!!? It keeps locking up on an .sdf file. I don't know what's goign on. This is the only game that does this. :mad:
 
My game refuses to install!!!? It keeps locking up on an .sdf file. I don't know what's goign on. This is the only game that does this. :mad:

Flip the disc over, see if it's pristine. Other than that, uninstall and try again?
 
I tried 3 times, finally I had to disable my overclock in the BIOS to get it to take. Very odd indeed.
 
I tried 3 times, finally I had to disable my overclock in the BIOS to get it to take. Very odd indeed.

Check your memory at overclock speed (memtest). I don't think it would be driving the IDE out of spec..
 
This game is so great...goodbye world...I will not see thee for a while.
 
picked mine up at noon today. Setup a 2v2v2v2 game on the big 80x80 water map whose name I cant remember at the moment. It ground to a .5-5fps slideshow and I saved and moved to a smaller map/game. /me will have new system up around the end of next week or beginning of the week after, if Im lucky.
 
picked mine up at noon today. Setup a 2v2v2v2 game on the big 80x80 water map whose name I cant remember at the moment. It ground to a .5-5fps slideshow and I saved and moved to a smaller map/game. /me will have new system up around the end of next week or beginning of the week after, if Im lucky.


I don't know if the hardware exists right now to pull off a game that big right now. Espeically when each player starts getting near 1000 units each. SupComm will likely be the same as TA was, in that it will take a year or 2 or hardware development to be able to get the REALLY cool stuff happening in game.
 
You don't want to set it to spanned, that is why it isn't working. Have both monitors act as independant displays then just enable secondary display in the game's menu.

Still doesn't work. Secondary option still greyed out and non-clickable. I've disabled SLI as well.
 
I'm getting the game on Friday but I'm not sure which partition to install it on. (XP or Vista)

Does this game support DirectX 10? If so it's going right on Vista. :D
 
Yeah its a DX10 game, but the patch to turn it on probably wont be out until some decent drivers arrive.
 
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