Opened 9 years ago
Closed 9 years ago
#636 closed performance (fixed)
short hang on first gameframe
Reported by: | Bluestone | Owned by: | |
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Priority: | minor | Milestone: | |
Component: | BAR | Version: | |
Keywords: | Cc: |
Description
always happens to me; at the moment of spawning there is a 1-3 second hang. i always thought it was the unit texture preloaded, but turns out it isn't that.
Change History (10)
comment:1 by , 9 years ago
comment:2 by , 9 years ago
Type: | defect → performance |
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comment:3 by , 9 years ago
Possibly related - /luaui reload takes a few seconds to execute, but no idea why
comment:4 by , 9 years ago
A widget does the preloading of the arm atlases, but I have no real idea how to get around this. Would using a gadget to pre-place an arm and a core commander before everything help in any way?
comment:5 by , 9 years ago
Resolution: | → cantreproduce |
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Status: | new → closed |
Curiously, now I don't seem to have any lag at the moment of spawning and luaui reload is fine (takes only slightly longer than BA); I don't know what caused the change, if anyone else has the problem reopen the ticket.
comment:6 by , 9 years ago
Resolution: | cantreproduce |
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Status: | closed → reopened |
Are you running bar off an ssd? because the culprit is loading 64mb of yextures for the first arm unit. If i launch bar multiple times in succession, this problem gets less noticable, becaise the os caches the files.
comment:7 by , 9 years ago
Yes, I only have SSD these days (I did used to have plain HD, maybe that's the difference)
comment:8 by , 9 years ago
What about doing something slightly hacky in widget:Initialize that forces the atlas to be loaded? Like create a dummy cloaked unit & destroy one drawframe later.
comment:10 by , 9 years ago
Resolution: | → fixed |
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Status: | reopened → closed |
It actually IS caused by the arm atlas taking so long to load :(