Difference between revisions of "Development:Performance"
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− | * Fix Communication | + | '''Current''' (23:43, 20 June 2006 (PDT)) '''test performance''': |
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+ | ''(VS Windows Test-rig)'': | ||
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+ | :1K fighters in 1 group, all friendly: playable, sufficient | ||
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+ | :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) | ||
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+ | * Fix Communication | ||
+ | : [[User:jackS|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 | * Make targetting cheaper--especially when no target is able to be selected | ||
+ | :[[User:jackS|jackS]] 23:43, 20 June 2006 (PDT) | ||
+ | :some progress on this front - at the very least, it decays gracefully now | ||
* 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 |
Revision as of 07:43, 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
- Fix loading times
- Fix repair function cost to not be proportional to the time of a physics frame