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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
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0002056 | OpenClonk | Engine | public | 2019-04-03 10:53 | 2019-04-03 11:54 | ||||||||
Reporter | Marky | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||||||
Status | new | Resolution | open | ||||||||||
Product Version | |||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0002056: Causing lots of explosions simultaneously causes lag from screen shaking | ||||||||||||
Description | See the benchmarks scenarios: When you explode a lot of objects (100 or so) at the same time there is a huge lag, presumably because the ShakeViewPort function creates a huge offset. | ||||||||||||
Tags | No tags attached. | ||||||||||||
Attached Files |
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Marky (developer) 2019-04-03 11:54 |
[09:39:24] Launched 1000 Firestone(s) [09:39:41] ============================== [09:39:41] Profiler statistics: [09:39:41] ============================== [09:39:41] 05779ms Firestone.Hit2 [09:39:41] 05779ms Global.Explode [09:39:41] 03125ms Global.DoExplosion [09:39:41] 02944ms Global.FxIntScheduleCallTimer [09:39:41] 02547ms Global.ExplosionEffect [09:39:41] 02358ms Global.CreateLight [09:39:41] 00426ms Global.BlastObjects [09:39:41] 00107ms Global.DoShockwave Light creation makes up a lot of the effort, but limiting the shake strength also reduced the distortion. Being able to see a bit of the landscape (instead of seeing black only) is already an improvement. |