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Mashinsky game
Mashinsky game




mashinsky game

Optimized Precache stop and vehicle bonuses.Optimized Maximum of 1000 events sent per network tick (prevent client from being overwhelmed).Optimized Server skip sending all events after unconfirmed map save.Optimized Client skip event processing while loadscreen present.Optimized MP events, vehicles sync, etc.Optimized Station cargo add/rmv when choosing destination.Optimized Passenger destination AI network update.Optimizations in detailsJust to give you better insight on what has been optimized, here is the list (change log related to performance) I've spent also extra care to ensure that there are no redundant tasks when loading game. For example FPS limiter works in a different way when loading screen is on, to allow other CPU threads do their job. I've also modified several places where extra power could be invested into map preparation and assets streaming from disk. Some tasks were moved to another thread or splitted into multiple frames.

mashinsky game

Improving code in these areas end up having more stable framerate. These areas in code cause small freezes when for example industry tick occurs, town is about to grow and so on. By using my own frame profiler and whole game run profiler, I was also able to identify places, where processing time vary the most. By searching using Visual studio Performance non-intrusive profiler, I was able to identify places in code where CPU spends most of time and optimize these. Improved CPU game performance, especially when higher game speed used.I've also focused on 4x game speed, because most of you are using this feature and also performance issues where mostly related to higher game speed (since the game is CPU-bound). Performance updateI would say I really enjoyed getting back to optimizations for a while, and although there is still some space for future improvements, I am pretty happy with the current state.






Mashinsky game