Opened 9 years ago
Closed 8 years ago
#635 closed performance (wontfix)
healthbars eats perf when not drawing any bars
Reported by: | Bluestone | Owned by: | Bluestone |
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Priority: | minor | Milestone: | |
Component: | BA trunk | Version: | |
Keywords: | Cc: |
Description
only applies when below its cutoff height (above a certain height it does nothing at all) - but /give all and zoom reasonably close & it eats perf but draws nothing
this is not related to [2454] (which has only small perf impact) although it does affect BAR too
Change History (9)
comment:2 by , 9 years ago
Didn't read the code (yet) but calling Spring.GetVisibleUnits 25 times per sec (which i guess is what that code snippet does) is wrong and odd! Table creation/deletion in lua is an expensive operation, unfortunately.
comment:3 by , 9 years ago
After some testing, the time taken for the GetVisibleUnits call is not the major cause of this.
comment:4 by , 9 years ago
Type: | defect → performance |
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comment:5 by , 9 years ago
Old healthbars issue... I guess because it checks every unit for health, so drawing nothing doesnt even matter. Also dont forget with give all nukes and other units draw 'loading' bars aswell.
comment:6 by , 9 years ago
No - the checks for unit stats cost very little, even done at this magnitude. The cause is table deletion/regeneration.
comment:7 by , 8 years ago
turned config var 'featureReclaimVisibility' to false, so it wont loop all features at normal height, just on closeup.
this doesnt fix your description though
comment:8 by , 8 years ago
This issue is assigned to me (note that it's BA trunk, at least for now) and I haven't yet evaluated whether or not it's worth fixing.
Please concentrate on fixing the issues in your own code, which without really look, I would guess are due to making too many gl calls.
comment:9 by , 8 years ago
Resolution: | → wontfix |
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Status: | new → closed |
probably not worth the trouble
I see nothing wrong or odd
the code responisble for the perf impact is:
line: 960