#Block outlines from IV drill lagging fps hard
24 messages · Page 1 of 1 (latest)
@stoic iron
Direction$Axis$X#choose is literally just this
WHAT THE FUCK
??????????????????????????
@dusk valley do you have any possible explanation for this
are you running with a debugger attached by any chance? something is suppressing hotspot inlining optimizations probably
or it's possible even spark itself could cause deeper stackframes 
@regal cypress what exact spark command did you run
oh nvm I see what happened
the explanation is very simple, the mspt is so low that the (0.7-5ms per frame) that it shows some functions that barely have any overhead and therefore have probably not been jit-optimized yet
by this profile you should have 200+ FPS
try /sparkc profiler start --interval 1 --only-ticks-over 10
while the game is slow
also try turning on /sparkc gcmonitor
it's possible you're just hitting the garbage collector too hard
ok, that's pretty much the same
I guess something is calling that renderHitOutline handler way too frequently then
what is the AOE on your drill?
ah
that is trying to render 729 cubes with individual drawcalls
that explains why it's so laggy :P
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
they have more complex outline shapes to draw, yeah
if you have a bunch of ae2 components that could draw sth like 7000 tiny cubes, each with an individual upload buffer and drawcall 