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matso
Master of Patches
May 26
Bare bones "fly-through" mod to show engine speed ?
Showing the maximum performance of the engine sans Lua is easy - just enter an empty server and run around. You should have r_stats "Waiting for render thread" > 0 consistently.
matso
Master of Patches
May 26
Do the "Performance-Jam"!!!
Both the ready rooms and the gorge tunnels are located far away from everything else (run with cheats and type "location" in console), so the number of entities that needs to be updated and rendered are very small ("cents" (client entities) console command). Likewise, r_stats shows that the number of draw calls in a gorge tunnel is about 200 compared to the usual 1000-2000 in a standard location. The most complex entity to run is actually players (cysts/infestation are only a problem because there are so many of them, individually they are quite cheap), so having 18 players in the readyroom at 70 fps then hitting 110+ when they leave is not surprising - you are going from 14ms per frame to 9ms per frame (and you are also probably renderer limited at that). If you packed in 24 players in a gorge tunnel, your fps would drop as well.
SteveRock
May 25
Do the "Performance-Jam"!!!
Soylent_green wrote: » SteveRock wrote: » Hi all, We're all aware of the performance issues and are doing our best. In a sense, every week is a performance jam for us. We're always trying things and open to new ideas, and some things work out and some things don't. Believe me, we're not happy about the game's performance either. --Steve Have you tried making a serious attack on "performance" issues that do not affect average frame rates? Like input latency. Can you sample input more than once per frame to try and keep movement physics snappier and more precise even at lower framerates? Like frame time variance. 60 FPS average with every other frame taking twice as long does not feel like 60 fps. When you spin around quickly frame times increase; as it happens, spinning around quickly is something that often occurs in combat. The framerate rate drop during combat is large, and enormous during heavy combat, and that's precisely the time you least want to drop frames. Can you strip back the most CPU demanding effects during combat, especially heavy combat? Just being around lots of players seem to be a chief culprit, structures less so. Would some kind of LoD system allow you to get big savings on the animination system or whatever it might be that causes poor performance when lots of players are around? One of the things we're working on now is getting better information on what is being slow when something is slow. The game is really complex, and it's difficult to predict what's actually causing slow down, especially on various machines. It's easy to say when the game slows down, but what exactly is causing that in the code? Less clear. We did address combat effects with Low Quality particles - but during heavy combat, it's still very CPU intensive. I don't know how you would LOD animation without affecting hit-reg.
SteveRock
May 25
The Last Stand
Argh the patch did break it. I will look into it soon.
SteveRock
May 25
Bot Improvements
We hear ya - next patch, bots will clear cysts if they're near a socked power node. So consider that the "order" that you give them to care about cysts near a node. The goal right now is to help new players learn the game, especially commanding. We don't intend for them to be used in pub games with other live players. We also don't intend them to be useful to competitive practice.
matso
Master of Patches
May 24
ExtraEntitiesMod
Elevators suffer from a bug in the engine that drifts the time in the client. It's quite hard to see normally, but if you stand still on a moving platform (and have the platform move the player) it becomes quite obvious. Hopefully will get fixed in a patch or two (keep a lookout for a patchnote mentioning camera jitter).
matso
Master of Patches
May 24
Do the "Performance-Jam"!!!
maxfps was added to simplify testing and verification for some nasty issues with low-fps situations (setting up a situation where you had enough load to actually get your fps down was easy early on ... but got progressively harder), it has basically no other use. And while saying 40 fps feels like 15 fps in other games might be an exaggeration, there are some issues that may cause the quality of the fps to drop when the client gets loaded - mostly because frame time may start to vary a lot when there is a lot of stuff happening, so those 40 fps does not mean every frame is 25ms - one or two may clock in at 75ms while most clock in at 20ms... I'm fairly optimistic that things will improve quite a lot in the not-to-far-future though; the latest JIT testing gave pretty good results - well, apart from the crashing
Insane
Anomaly
May 24
help with spark editor
Check that your map has all of the following entities: - ns2_gamerules - pathing_settings - location entities for all the areas you want to have power.
matso
Master of Patches
May 23
Do the "Performance-Jam"!!!
Insane wrote: » ezekel wrote: » Scatter wrote: » Is LuaJIT something that must be implemented game wide or can it be used in certain critical pathways? I have a basic coding understanding but not enough to really know this off hand. I think luaJIT splits the workload, so one part of the game goes through luaJIT, then another part goes through regular lua.. so making the work more evenly split on the cores already supported or I'm an idiot and you can just disregard what I said because it's a complete guess Not quite. In very simple terms, LuaJIT translates Lua code into a format that your CPU can read more quickly. It does this just before the code segment is actually executed, hence the name (Just In Time). Turns out that Wikepedia has a very nice article how a tracing JIT compiler like LuaJIT actually works ... https://en.wikipedia.org/wiki/Tracing_just-in-time_compilation
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