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Re: [glob2-devel] new gradient system
From: |
MOA333 |
Subject: |
Re: [glob2-devel] new gradient system |
Date: |
Tue, 17 Aug 2004 23:54:44 +0000 |
User-agent: |
Mozilla Thunderbird 0.7.3 (X11/20040812) |
Nuage wrote:
Summary: improved gradient speed by 97%, which improves overall speed
by 5%.
great job!
it only uses about 20 or 30% of the cpu on a 256*256 map with the cpu
load betwen 80% and 130%
without any other AI player
before it wa susing up to 95% of the cpu or more and that with a cpu
load of 600% at least on a 512*512 map
I would like to make the test on the huge map i made, the migration
one, why are huge maps not working any more?
I cant play any huge map 512*512...
i'm doing other tests and i will tell the resutls on the forum.
for now at first view, it seems that the funtion that takes a lot is:
this part in engine::run:
if (!globalContainer->runNoX)
{
// we draw
gui.drawAll(gui.localTeamNo);
//globalContainer->gfx->drawLine(ticknb, 0, ticknb, 480,
255, 0 ,0);
//ticknb=(ticknb+1)%(640-128);
globalContainer->gfx->nextFrame();
endTick=SDL_GetTicks();
Sint32 spentTicks=endTick-startTick;
ticksSpentInComputation=spentTicks-ticksDelayedInside;
computationAvailableTicks=40-ticksSpentInComputation;
Sint32
ticksToWait=computationAvailableTicks+ticksToDelayInside;
if (ticksToWait>0)
SDL_Delay(ticksToWait);
startTick=SDL_GetTicks();
net->setLeftTicks(computationAvailableTicks);//We may
have to tell others IP players to wait for our slow computer.
i try to see witch one inside this part is taking so much cpu time....
and also this function that takes 32% of the cpu!! almost:
// here we do the real work
if (networkReadyToExecute && !gui.gamePaused &&
!gui.hardPause)
gui.game.syncStep(gui.localTeamNo);
The slowest one in a game without any cmputer is this one:
// We store full recursive checkSums data:
gui.game.checkSum(net->getCheckSumsListsStorage(),
net->getCheckSumsListsStorageForBuildings(),
net->getCheckSumsListsStorageForUnits());
WOW, this one is taking betwen 40 and 50% of the CPU now!!!!!! what is
that??
the oter functions are taking less than 4% of cpu, but reember it is
only a game with no AI or network players...
I hope i will be able to load the RMHM_no_Rush_Migration_Huge_Map and to
test everythink more precise.
Re: [glob2-devel] new gradient system, MOA333, 2004/08/17
Re: [glob2-devel] new gradient system,
MOA333 <=
Re: [glob2-devel] new gradient system, MOA333, 2004/08/19