View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0019414 | AI War 2 | Note To Test | Feb 7, 2018 8:57 pm | Jun 29, 2018 11:16 am | |
Reporter | BadgerBadger | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.706 | ||||
Summary | 0019414: Slow loading for planet with giant warden fleet | ||||
Description | For Chris, if you load this save game and then look at the planet Maibaum it definitely takes a while to load. A good second or so. I'm not sure if this is bad enough to require some sort of performance improvement, but I know you like collecting save games, so.... | ||||
Tags | No tags attached. | ||||
related to | 0019458 | considering | Chris_McElligottPark | DrawMeshInstanced implementation for shots and ships. |
related to | 0019572 | resolved | Chris_McElligottPark | Slow planet load |
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Well, the good news is that I didn't check in my "fix" that took this from 3 seconds to 10 on loading. ;) AND which made loading the program slower as well. The bad news is that the only fix I can do is to move toward DrawMeshInstanced, because it's all the baggage of moving parents of object transforms around that's causing this hitching. The better news is that as I get subsquads in for this, the drop will go down enormously even so. But the worse news compared to that is that eventually there will be larger battles and the problem will be back to here. But the best news is that the DrawMeshInstanced approach looks very viable at this point and like it will solve this problem entirely. |
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How is it for you now? * Performance! The vast majority of ships (all of those that use "solomesh" style, plus all shots, now use a single shared pool of objects that they update with their own meshes/materials as needed. ** This hasn't cut down on the number of objects that we need to keep in memory much, but it's a first step towards a different form of instancing, and it makes switching to planets with thousands of squads on it vastly faster. ** There are still some notable delays with the "ship to ship lines," although those also have been updated to use this new approach. We're going to be looking into those in general, coming up soon. |
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This should be resolved at this point. If you wind up with another save that shows it, please let me know, though. Thanks! |
Date Modified | Username | Field | Change |
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Feb 7, 2018 8:57 pm | BadgerBadger | New Issue | |
Feb 7, 2018 8:57 pm | BadgerBadger | Status | new => assigned |
Feb 7, 2018 8:57 pm | BadgerBadger | Assigned To | => Chris_McElligottPark |
Feb 7, 2018 8:57 pm | BadgerBadger | File Added: SlowLoadingPlanet~#CL#278522255#11312#705#Vanilla#Difficulty 5.save.gz | |
Feb 8, 2018 4:27 pm | Chris_McElligottPark | Note Added: 0046934 | |
Apr 10, 2018 1:52 pm | Chris_McElligottPark | Note Added: 0047407 | |
Apr 10, 2018 1:52 pm | Chris_McElligottPark | Relationship added | related to 0019572 |
Apr 10, 2018 1:53 pm | Chris_McElligottPark | Relationship added | related to 0019458 |
Jun 29, 2018 11:16 am | Chris_McElligottPark | Status | assigned => resolved |
Jun 29, 2018 11:16 am | Chris_McElligottPark | Resolution | open => fixed |
Jun 29, 2018 11:16 am | Chris_McElligottPark | Note Added: 0047633 |