General Category > AVWW Technical Support
[RESOLVED] Framerate Issue
x4000:
Okay, I think this may be your issue:
* Put in an absolutely enormous CPU performance improvement for when there are lots of entities in a chunk all at the same time. Previously, whenever any sort of "is this a valid location" type checks were made, it was taking vastly too long to do these because it was doing a lot of math it didn't need to do for entities that it had no chance of intersecting.
** So now it does a preliminary check to see if the entities have any chance whatsoever of colliding, and then just skips even evaluating them at all if not.
** In a standard mystery puzzle room on a latest-gen i7 quad core with an 8800GTS (in other words, a very high end machine), this single change was good for a jump from 35fps to 132fps. The results won't be nearly so dramatic in all rooms, since most rooms don't have such high entity counts (all those puzzle pieces), but it should also help enormously in any case where there's a lot of projectiles being fired (aka, big battles).
It's in for the next release, and will certainly help at the very least. If you don't see a difference in some specific cases, then there's probably some other area that is still doing something stupid with the CPU; please just let me know if you find such a case. Thanks!
BobTheJanitor:
I wasn't having trouble with puzzle rooms, that I noticed, but will that impact the huge frame drop when fairies die and drop little clumped piles of shards?
Castruccio:
--- Quote from: x4000 on March 26, 2012, 08:03:24 AM ---Is it just the first time such a new attack is launched, or is it every time during the fight? It could be a stutter from disk loading (there's a settings option right under the one for the FPS display that lets you see disk loads during gameplay). Not sure, but that might be it.
--- End quote ---
It happens every time during a fight, but especially when attacks are launched by things like Giant Amoebas or the circular water enemies that shoot the spread attacks. I believe this has been an ongoing issue, but I have only begun to notice it now that I am fighting more diverse kinds of enemies than skelbots and bats.
--- Quote from: x4000 on March 26, 2012, 09:38:38 AM ---Okay, I think this may be your issue:
* Put in an absolutely enormous CPU performance improvement for when there are lots of entities in a chunk all at the same time. Previously, whenever any sort of "is this a valid location" type checks were made, it was taking vastly too long to do these because it was doing a lot of math it didn't need to do for entities that it had no chance of intersecting.
** So now it does a preliminary check to see if the entities have any chance whatsoever of colliding, and then just skips even evaluating them at all if not.
** In a standard mystery puzzle room on a latest-gen i7 quad core with an 8800GTS (in other words, a very high end machine), this single change was good for a jump from 35fps to 132fps. The results won't be nearly so dramatic in all rooms, since most rooms don't have such high entity counts (all those puzzle pieces), but it should also help enormously in any case where there's a lot of projectiles being fired (aka, big battles).
It's in for the next release, and will certainly help at the very least. If you don't see a difference in some specific cases, then there's probably some other area that is still doing something stupid with the CPU; please just let me know if you find such a case. Thanks!
--- End quote ---
Thanks for this! I will let you know what kind of improvement I see.
x4000:
--- Quote from: BobTheJanitor on March 26, 2012, 10:05:03 AM ---I wasn't having trouble with puzzle rooms, that I noticed, but will that impact the huge frame drop when fairies die and drop little clumped piles of shards?
--- End quote ---
I'm not sure -- possibly/probably, but I'm not sure to what degree. I'm looking into new-entity-creation issues at the moment to make sure those are as efficient as can possibly be, too.
Castruccio:
I think this fix helped the framerate in general, however the blue amoeba attack still brings the framrate to its knees. I've got one attacking me now and the framerate drops to about 17FPS with 331 draw calls and 66 texture swaps. This is in a forest area. When no blue amoebas are around things rocket back up to 30-45 fps in the same area.
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