安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
You don't need to build anything to affect performance. All checks are run in case you did build something.
CPU isn't affected, stay at about 30-40% on my 4 Core/8 Threads Core i7 @ 4 GHz.
Looks like calculations are limited to one thread, multithreading support would bring a huge performance bump on most systems :-)
More than that, what causes performance problems is the custom pathfinding which is run by the CPU and it's multithreaded. :)
I dont think rendering times are the problem, its most probably pathfinding as you stated. I would expect CPU load going up if pathfinding is the limiting factor and implementation is multithreaded?
That being said, anything that eats CPU will make matters worse; the next T++ release will solve a lot of those issues as it's waaay faster than the current version.