The problem is, that the game engine is inherently old. Its basicly the same engine as Rome Total War, its just been drasticly added on to. The game engine ran beautifully with the Rome Total War level of detail.
It's Graphics, AI, Audio, ect. all ran very nicely, threaded through the single core era's single core CPU's. The absence of realtime lighting, partical effects, "grass" meant there wasnt to much overhead on processing, keeping the frame rate pretty good on high end hardware.
Then came Medival Total War 2. HDR lighitng, volumetric smoke effects and "grass" was added to the game. The campaign map also became much more complex, however there was still just enough processesing power in high end and overclocked CPU that the game could be rendered at an apropriatly stable frame rate, even on single core CPU's. This is because the game is still effectivly a single threaded application. Not much work has been done to "break up" the game into "smaller chunks" to thread simultaneouly through the now quit common, multicore CPU.
And then came the Empire Total War. Suddenly the games engine has huge ammounts of smoke, particals, post processing effects, realtime shadow, more things going on at once then ever before. Yet there still has been little to no work done to seperate this, now bloated game code, into smaller, more deliberate and manageable chunks.
Thats why this game NEVER runs great (40+ Frames) And may never, even on faster hardware. Im of cource refering to the WHOLE game, this mean land battles, sea battles and the campaign map
The game is simply too big to run on a single core, yet too ineffient to run on a QuadCore.
I just hope that the CA programs are up to the task of fixing this inefficient, bloated engine and at the same time reduce its memory footprint to stop the "Out Of Memory" crashes




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