Development:Performance
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')