Difference between revisions of "Development:Performance"

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* Make targetting cheaper--especially when no target is able to be selected
 
* Make targetting cheaper--especially when no target is able to be selected
 
:[[User:jackS|jackS]] 23:43, 20 June 2006 (PDT)
 
:[[User:jackS|jackS]] 23:43, 20 June 2006 (PDT)
:some progress on this front - at the very least, it decays gracefully now
+
:some progress on this front - at the very least, it decays gracefully now. Heuristics and vegastrike.config constants likely need some pondering. Abject pauses appear to be removed.
 
* Fix loading times
 
* Fix loading times
 
* Fix repair function cost to not be proportional to the time of a physics frame
 
* Fix repair function cost to not be proportional to the time of a physics frame
 +
* Pressing 'd' (dock) key can completely pause the game for a noticeable amount of time, even when docking does not occur (e.g. target random fighter far away. press 'd')

Revision as of 07:46, 21 June 2006

Current (23:43, 20 June 2006 (PDT)) test performance:

(VS Windows Test-rig):

1K fighters in 1 group, all friendly: playable, sufficient
10K fighters split into 10 groups, all friendly: sub-par, semi-playable
9K fighters in 9 groups, friendly. 100 Nicander vs. 100 Lancelot: <10 fps (comms on) <25 fps (comms off)
9K fighters in 9 groups, friendly. 500 Nicander vs. 500 Lancelot: <10 fps (comms off)


  • Fix Communication
jackS 23:43, 20 June 2006 (PDT)
Yes - it was masked by other bottlenecks, but it is indeed a source of slowness - testing with combat shows this
Related - repeated scanning for contraband _during_ hostilities seems unwaranted (and potentially a source of slowness if there are any ships with cargo) ... scanning for contraband needs to be a "policing" action rather than a random action (i.e. not performed during "military" engagements... let the semantic fuzz begin)
  • Make targetting cheaper--especially when no target is able to be selected
jackS 23:43, 20 June 2006 (PDT)
some progress on this front - at the very least, it decays gracefully now. Heuristics and vegastrike.config constants likely need some pondering. Abject pauses appear to be removed.
  • Fix loading times
  • Fix repair function cost to not be proportional to the time of a physics frame
  • Pressing 'd' (dock) key can completely pause the game for a noticeable amount of time, even when docking does not occur (e.g. target random fighter far away. press 'd')