Comments (5)
Is the 50% "rendering" actually in the renderer? I remember the iterators for the actual TileObject loop in draw() being a surprisingly large amount of the profile time in my quick msvc tests.
If it is in the renderer - assuming it's using gles30_v2 - which is the fastest and best on a new enough GPU - how much time is spend in flush() compared to the SpriteDrawMachine::draw() calls?
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no, render is not mostly the renderer, it's our classes, and when you dig further it's some "allocation" and "deallocation" (I don't know what it means, but that's what you get when you try to go down the tree)
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and this issue was less of a complaint about renderer performance, and more of a question, should I rework the logic to allow multithreading in places where it seems there's not much load anyway?
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Multithreading is magic indeed.
Yet its magic is only in the beginning, as it only scales on as much cores you have, which usually is only a 4-8x speedup (which is still nice), but at the expense of hogging the entire CPU :)
Moreover, once you painfully enable a part to be multi-threaded, you'll bear the cost of it forever (shared data, locks, ...).
Change in algorithm such as "pooling" in this case which seems to be "alloc/dealloc" driven, might have much more dramatic improvements.
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And HUGE 👍 👍 👍 for your work!
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Related Issues (20)
- Base selection doesn't update properly when selecting another base via tab view
- Character sheet claims I have done 2 missions despite only having done my first mission HOT 6
- Agents wont ready/aim their weapons when right-clicking on an enemy unit after selecting equipped weapon
- changing base to expansion causes new shipment when changing base with pending transaction on main base
- Buying and selling in OpenApoc is reversed compared to original HOT 2
- Shooting through doorways is sometimes impossible
- OpenApoc differs vehicle numbering from Original Game, there should be an optional feature to mimic OG where possible HOT 8
- Dead Chrysalis has one square of missing texture HOT 3
- X-COM icons and portrait of agents disappear when two message toggles overlap HOT 2
- Hovering mouse cursor over Buy/Sell button does not display a tooltip prompt HOT 2
- The Hoverbike and Blazer Turbo Bike have lower Top Speeds than in OG HOT 9
- Items disappear when sold out or not in stock and the slider refuses to go all the way down HOT 5
- [Cityscape] Vehicle icon do not appear in the 'Hostile vehicles tab' if you left-click a non-hostile vehicle HOT 2
- Tiles over fallen enemies sometimes say "blocked," but are not
- If an agent is hit by an explosion while executing remaining orders in turn based mode, control sometimes returns to the player HOT 4
- Crashed UFO gets stuck under bridge, becomes non-recoverable
- Capturing Live Aliens in a Base Attack Mission will come up as 0 in the [DEBRIEFING] HOT 2
- Tooltip not showing rank of Agent/Soldier when hovering mouse cursor on insignia HOT 1
- Lines showing vehicle destination only appear after vehicle begins moving
- Add store space value per item at Alien Containment stats view HOT 1
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