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Any way to reduce the CPU utilization of DFQ? It's almost always in the upper 90%s even when I'm just idling at the game map with music disabled (ie, nothing is going on)! The party screen drops it to low 90%s. The "main menu" (Start Game and Quit screen) is usually itself around 60-70%. When I'm in battles it's nearly always 99%.

I dig the game, quite a bit, but it's quite disappointing that I cannot multitask at all while using it. I have to use Process Explorer to suspend the process if I want to do anything else. (I suspect this is part of the game being done in Flash/AIR.)
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mqstout: Any way to reduce the CPU utilization of DFQ? It's almost always in the upper 90%s even when I'm just idling at the game map with music disabled (ie, nothing is going on)! The party screen drops it to low 90%s. The "main menu" (Start Game and Quit screen) is usually itself around 60-70%. When I'm in battles it's nearly always 99%.

I dig the game, quite a bit, but it's quite disappointing that I cannot multitask at all while using it. I have to use Process Explorer to suspend the process if I want to do anything else. (I suspect this is part of the game being done in Flash/AIR.)
I think it really depends on your machine, OS and version of Defender's quest
When I am in battles my CPU usage is around 50% not more. ( it does use a lot of memory though )

I have a 2 year old system, with win7 x64 and I'm using Adobe air-less version 1.0.53

I'm sure Lars (the dev) can help more if you post info about your system and configuration as well as what else you might have running the in background.
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Hey there! Sorry about this, for most people it runs pretty well but it just chugs on some particular systems, and unfortunately this is just a downside of the AS3/flash technology it's based on, which is 100% CPU based and not graphically accelerated.

So, there's no *fundamental* solution, but there are work-arounds, mostly just tweaking your graphics settings. For instance, if you're full-screening the game and using the "scaling" option, that can be pretty slow. It's usually better to turn scaling off and just reduce the in-game resolution.

Other than that, you can turn down the particle count, but that will only help things in battle. Our future games will probably be coded in HaXe so we can deliver native C++-based, graphically accelerated native targets, but Defender's Quest is stuck in AS3 for now.
Post edited December 02, 2012 by larsiusprime