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Reason for poor performance in last Friday's TGIF


Rotareneg

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Yes, I know it's beating a dead horse, but since it still drags the performance down so badly:

 

14000 draw calls, 690000 state changes per frame:

 

2FEIJOR.jpgkQH6Rn8.jpg

 

Even after removing EVERYTHING except the line objects (fences, walls, hedges,) it still was hitting almost 9000 draw calls per frame:

 

wAs0tdY.png8I9IIub.jpg

 

The frame rate without the profiler running was about 8.5 in the first example and 13 in the second.

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Ah yes, we are looking into it. The good news is that there were some pretty significant improvements made over the past days (which may miss the upcoming 2nd update, but will/should be in the 3rd).

 

This is certainly an area we want to improve over time, and plan to do so - it is definitely not optimal at the moment. :(

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  • 6 months later...

Running the test scenario from the third post on my laptop, SB 4.010 was getting 6 fps on the full map and 9 on the map with just fences. SB 4.019 got 21 and 52 on the same scenario. 3.5-5.8 times better, nice! :)

Edited by Rotareneg
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