The reason is:
1, computer configuration problem. The most convenient way to deal with it is to restart, or quit the original god in the background and log in and load again.
2, network instability will also lead to the original God screen stuck, unable to operate smoothly, which can optimize the network and ensure that the original God runs in a stable network environment.
Does Shen Yuan computer eat configuration?
Don't eat.
The minimum configuration requirements of Shen Yuan are i5 core processor, 8G memory and GT 1030 graphics card. Therefore, Shen Yuan does not have high requirements for computer configuration, and a desktop with a price of about 2,000 yuan can run perfectly.
Why did the original god eat the configuration so small?
The answer is the original snack configuration or the player's own low configuration.
Personally, I think the optimization is good. Because the original public beta is 202 1 year. According to the configuration of that year, you need at least i3 10 100f to play. The epidemic situation in recent years has made internet cafes and personal economy unable to keep up with consumption. The host can now run smoothly when it reaches the recommended configuration. Because a large number of players are still stuck in the idea that most games can be smooth with Core IV i5 and 960 mainframe. Few people care about the new mainframe now.
Who eats configuration more when you meet lightly and the original god?
Protogod prefers configuration, but Protogod needs higher configuration, because Protogod is a computer transplant, and even Snapdragon 8 series mobile phones can't afford to play Protogod for so long. Hope to adopt yo.
Why does the original god eat performance very much?
First of all, Protogod must be a multi-threaded rendering model, and the rendering thread and the main thread are separated, so submitting the drawing command will not cause too much pressure on the CPU in theory.
Second, CPU is not suitable for rendering at all, and it is even more impossible to render pictures with CPU.
Third, high CPU usage does not mean that the optimization is good, or it may not be optimized at all.
Only when the number of frames is small and the CPU utilization rate is low can it be determined that it is slag optimization, and if the number of frames occupied is small, it is good optimization. Other situations are hard to say.
Fourthly, CPU is mainly responsible for: physical operation, animation operation, network protocol processing, game logic, various resource management (including memory, IO, texture, etc.) and rendering command submission. These will be distributed in n threads for parallel processing, and the optimization guess is unreliable until the real machine summary data is obtained.