#Block outlines from IV drill lagging fps hard

24 messages · Page 1 of 1 (latest)

wet island
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All the perf hit comes from Direction.Axis.choose(), wtf is it doing

wet island
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@stoic iron

stoic iron
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Direction$Axis$X#choose is literally just this
WHAT THE FUCK

wet island
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??????????????????????????

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@dusk valley do you have any possible explanation for this

dusk valley
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or it's possible even spark itself could cause deeper stackframes thonk

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@regal cypress what exact spark command did you run

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oh nvm I see what happened

dusk valley
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by this profile you should have 200+ FPS

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try /sparkc profiler start --interval 1 --only-ticks-over 10

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while the game is slow

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also try turning on /sparkc gcmonitor

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it's possible you're just hitting the garbage collector too hard

dusk valley
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ok, that's pretty much the same thonk I guess something is calling that renderHitOutline handler way too frequently then

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what is the AOE on your drill?

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ah

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that is trying to render 729 cubes with individual drawcalls

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that explains why it's so laggy :P

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so @stoic iron the solution is that if the shape is more than like 15 cubes, just draw one big cube outline instead of a bunch of tiny individual ones

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they have more complex outline shapes to draw, yeah

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if you have a bunch of ae2 components that could draw sth like 7000 tiny cubes, each with an individual upload buffer and drawcall doom