![]() ![]() Many of the identifiably gameplay-related functions drop away, leaving the unknown module data and lower-level functions taking up most of the time. Since the frames themselves are very short, we filter into one of the gaps between them to display only data associated with this delay. Zooming and filtering in on a representative section in the middle of the gameplay not only makes this pattern of short frames with large gaps between them more obvious, it also shows that a significant amount of the game time is spent “.” The game’s usage pattern is characterized by the long loading time, some very slow frames on first entering the game, then a relatively stable staccato frame pattern through the rest of the gameplay. These are the event regions the yellow one on the left is the loading screen, and the green one on the right is the gameplay. On the topmost thread bar there are two long brackets running along the top. Each row below that is a thread, with running threads marked in green and CPU time in brown. The yellow blocks along the very top are frames the blue chart below them represents framerate. The annotations create marks on the timeline in the VTune Amplifier results. Once the game was compiled with the frame and event annotations, we began with a microarchitecture exploration analysis (although a hotspots analysis would have been equally appropriate). While it is possible to use pause and resume annotations to ensure that data is not collected outside the area of interest, we opted not to do so in this case. The first step was to ensure that the VTune Amplifier timeline would be appropriately annotated with markers indicating frames, as well as event regions marking the start and end of the loading screen and the actual gameplay. Intel set out to identify the source of this problem using Intel® VTune™ Amplifier, our performance profiling tool, with much appreciated assistance from the 0 A.D. In addition to long loading times, large maps with hundreds of units have severe frame-rate bottlenecks, dropping as low as four frames per second. is free from the usual licensing requirements associated with existing game engines, but also lacks their optimizations, and thus suffers from performance problems. Having been built from the ground up, 0 A.D. The game and its custom-made Pyrogenesis engine are written in a combination of C++ and Javascript. ![]() MCDST, MCSAS, MCSES, MCDBA, MCITP, MCTS, MCTIn ongoing development since 2003 by Wildfire Games, 0 A.D.* is a free, open source real-time strategy game taking place in antiquity, similar to the 1997 classic, Age of Empires*. If all the users are in a single location, you can implement a fair number of DCs and use performance logs and alerts on these DCs to monitor the number of requests per second and add DCs as needed to achieve your base line. If your domain is spread over different physical locations, you should implement at lease one DC that is also a DNS server and Global Cataloge for each site and create a site and a subnet in AD to represent each physical location. Now if you want to determine the number of DCs you have to implement you have to consider the following: ![]() It is not a good practice to have one single super computer with say 16GB of RAM and 16 CPUs acting as a DC, it isīetter to have 10 DCs with typical server requierments, this way directory requests will be balanced among these DCs, you will have fault tolerance, and you will not need a super server. This can be beneficial to other community members reading the thread.Īctually the minimum hardware requierments for Active Directory is not an issue these days since disk space and RAM can be easly upgraded. Please remember to click "Mark as Answer" on the post that helps you, and to click "Unmark as Answer" if a marked post does not actually answer your This posting is provided "AS IS" with no warranties, and confers no rights. There are some guides to assess Disk Space and Memory Requirements for Active Directory.įor Windows Server 2003, please refer to:Īssessing Disk Space and Memory Requirements (WS.10).aspxĭetermining Required Disk Space (WS.10).aspxĭetermining Required Memory Allocation (WS.10).aspxįor Windows Server 2008 and Windows Server 2008 R2, to determine the disk space, memory, processor, and the network requirements for each domain controller, please refer to the "Determine Domain Controller Configuration" section in this guide:ĭownload Details: IPD guide for Active Directory Domain Services – version 2.0
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