#GitHub - noaccessl/gmod-PerformantRender...
1 messages · Page 1 of 1 (latest)
why do you localize Convar:GetBool and then call it each frame
cant you just use https://wiki.facepunch.com/gmod/cvars.AddChangeCallback
Adds a callback to be called when the named convar changes.
This does not callback convars in the menu state. Issue Tracker: 1440This does not callback convars on the client with FCVAR_GAMEDLL and convars on the server without FCVAR_GAMEDLL. Issue Tracker: 3503This does not callback convars on the client with FCVAR_REPLICATED. Issue Tracker: 3740
example
local enabled = CreateConVar( "rocketjumps_enabled", 1, { FCVAR_ARCHIVE }, "Enables rocket jumping (1/0).", 0 ):GetBool()
cvars.AddChangeCallback( "rocketjumps_enabled", function( _, _, val )
enabled = tobool( val )
end)
Zero cost. Why not?
Other than that, it's pretty solid and definitely worth it for entity heavy servers too

it doesnt seem to prevent networking though but thats understandable
ill try it out sometime
Doesn't seem to hold up under extreme circumstances.
Was some subtle entity flickering, understandably doesn't work that well with special entities like barnacles, didn't handle npcs dying that well, and it conflicted with entities that SetNoDraw themselves.
Here's the build i saw all those issues on.
https://steamcommunity.com/sharedfiles/filedetails/?id=2992774447
Impressively small 👍
I saw someone else on the workshop also say it didn't handle multiple entities well. I have an entity-heavy server so I'll give this a try and see how well it works.
I did some testing. There are some minor glitches here and there, but the largest thing I noticed is this small delay in rendering everything when it's time for them to show up. I also did not see any FPS increase, but then again that might only be noticeable when thousands of props are in view, I suppose.
Made some improvements
Does this still work? It uses the registery @bleak tundra
Should be a quick update to fix
Yes, it works.