Cataclysm: Dark Days Ahead - Official Forums
Cataclysm: Dark Days Ahead => The Garage - Bug Reports and Technical Help => Topic started by: lol2121 on March 13, 2017, 05:46:29 PM
As the subject says, I'd like to know what are the minimal and recommended system requirements of this game?
BTW: I've under-clocked mine CPU from 3500 MHz to 2500 MHz.
That depends on your viewport settings. Drawing is the slowest part of the game.
Works just fine here with 2ghz, 160x80 viewport with zlevels.
I've got view port settings suiting my 1280x1024 screen.
2.5 GHz (from 3.5 GHz) AMD FX 8320 Eight-Core Processor.
NVIDIA GeForce GTX 650 Ti BOOST graphic card with 2 GB GDDR5 and DirectX 11.
8 GB RAM.
1280x1024 DELL screen.
933 GB or so HDD.
Titanum Multimedia Wired USB Keyboard.
Esperanza Wired 6D Gaming Optical Mouse.
9 USB ports (including 3 USB 3.0 ports).
3.75 GB ReadyBoost.
1 GB Ram Disk.
I used to test the game on an asus eee 700
That's a 900MHz mobile cpu with 500MB of ram.
I regularly test the game now on another netbook with a sub 2GHz single core CPU and 1GB of ram.
You'll be fine.
I've played this game many times on my old Compaq just because and it's got a single core processor clocked at 1055MHz and 128MB RAM. It runs a tad slow, but smooth.
Really you could probably play it on a sufficiently large toaster if you dont mind load times.
RAM can be a bottleneck here. And when it's not RAM, it's HD.
The world calculations are relatively cheap (unless you're burning a forest), but those submaps add up. And since there is no mechanism of automatically loading/unloading them and the format they are saved in is rather sparse (map is saved like [ "grass", "grass", "grass", "dirt" ] etc.), it can take a large chunk of load times.
For example, a typical reality bubble contains roughly 30 map squares (121 submap squares). But then, in z-level mode, that grows to 21*30, because each z-level keeps a whole "slice" of the world in memory. They aren't all loaded from HD, though - most z-levels are solid rock or pure empty air.
Each map square is at least 7 kb. Now, parsing 7 kb is fast, parsing 30 files each of which is 10 kb is also fast, but acquiring those 10 kb from 30 files at once while the system is swapping hard due to lack of RAM - that may take a noticeable while. Windows is particularly bad at managing memory and files.
Then there is saving, which has to take all those squares and dump a large part of them to the hard drive.
It's not a big deal on a typical sane system, but apparently it hurts on USB drives and such.
I remember now, it plays fine on that Compaq but I did have to turn off autosave after the first few days of exploring. It simply too too long.
I played catadda 0.B on Lego EV3 brick through ssh about a year ago. Nothing serious of course, just ran around for a first in-game day. Every simple move took a noticeable fraction of a second (like 0.3-0.5 second), crafting and such was very slow as well. The specs were - 300 MhZ CPU, 64 Mb Ram (+ another 64 Mb swap on microsd flash) running ev3dev (stripped ubuntu basically), ssh over USB CDC connection.
OK, mine first attempt at OCing, 3.6 GHz, 1.275 V, runs all fine and smoothly.