Ticket #592 (closed defect: wontfix)

Opened 6 years ago

Last modified 6 years ago

BAR static lua gadget load doubles in latest engine-develop

Reported by: beherith Owned by:
Priority: major Milestone: BAR Beta release
Component: BAR Version:
Keywords: Cc:


I compared 96.0 and 96.0.1-404 BAR /give all and in view with /luaui disable Lua load is 2x in latest engine.


screen00504.jpg (816.6 KB) - added by beherith 6 years ago.
screen00433.jpg (826.2 KB) - added by beherith 6 years ago.
screen00097.png (2.5 MB) - added by Bluestone 6 years ago.

Change History

Changed 6 years ago by beherith


Changed 6 years ago by beherith


comment:2 Changed 6 years ago by Bluestone

for me the static load triples between 96 and 97.0.1-20 (when /give all and zoomed in so as units are rendered - if not zoomed in then static load is basically 0)

i think this is all the unit shaders, no idea why it would suddenly cost so much more

Changed 6 years ago by Bluestone

comment:3 Changed 6 years ago by Bluestone

  • Status changed from new to closed
  • Resolution set to wontfix

did some work on this and i think it is OK!

for me the effect is caused entirely the custom unit shaders. it is greatly magnified with a /give all and nothing else, because at that point nothing else is going on. but when a full game is running the cost of the unit shader is low enough that even a 2-3x increase (which i bet is in some way due to lua state split) is not important

doing "global" perf tests as best i can, when under stress the performance of BAR (with Floris' too-greedy gui stuff removed - see other tickets) is still pretty much as good as BA. when not under stress the fps is a bit lower due to chili - especially the order/build menu, it would be great to speed up those but idk how to atm - but this effect seems not so important once simframes start taking up most of the time

see screenshot for details of what the perf profile looks like with a game (of bar! :P) running (and no luaui running)

due to the nature of my tests, in the screenshot only the gadget profiler and the middle % column of debug view matter. the other stuff relates to long-term max/min/etc counts and are screwed up due to letting spring idle in between tests and the fact that my tests are "clean map, then spawn a tonne of units and animate them" style things.

reopen if you think differently?

Last edited 6 years ago by Bluestone (previous) (diff)
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