View Issue Details [ Jump to Notes ] | [ Issue History ] [ Print ] | ||||||||
ID | Project | Category | View Status | Date Submitted | Last Update | ||||
---|---|---|---|---|---|---|---|---|---|
0000125 | Spring engine | General | public | 2006-03-12 03:55 | 2012-06-27 02:29 | ||||
Reporter | Argh | ||||||||
Assigned To | abma | ||||||||
Priority | normal | Severity | feature | Reproducibility | N/A | ||||
Status | resolved | Resolution | fixed | ||||||
Product Version | |||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0000125: Pre-loading of game content to RAM | ||||||||
Description | Yes, here I am, asking for another feature. At any rate... I'd like there to be at least the option of pre-loading a mod into RAM. All of it. Before play starts. Why am I asking for this? In one word: performance. Performance during early game, with S3O mods using high-resolution texturemaps... leaves much to be desired. There are constant, jagged pauses, of a second or so, each time a given unit is selected. And I'm currently just working on a small mod, with only a few units... when I build larger mods, with larger numbers of units, this is just going to get worse and worse! At any rate... I'd really like Spring to quit loading things on-the-fly. That was a bad design decision from the get-go, and it shouldn't do things this way. Nobody building a game in the professional world does that- they load the content into RAM, and if users don't have enough RAM, then either the content overhead is too high for the targetted system-spec range... or the users simply don't have good enough systems. Not pre-loading, combined with the fact that we cannot specify more than one LOD-level for texturemaps, really hurts performance... with no real benefits for players. After all, they still have to load the textures at some point. And those textures are still going into RAM. Why not do it at game start, when the mod gets unpacked for the AIs to look at anyhow? Even large mods for Spring, as it currently stands, are not huge by today's memory standards, and game performance will be greatly increased if that RAM is allocated early on, instead of in drips and drabs that are fragmented and probably much less efficient during searches than a single allocation. | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
|
![]() |
|
Eekk (reporter) 2008-01-24 15:00 |
1 1/4 year have passed and spring has only gotten worse, 50% slower as most players have noticed. |
trepan (reporter) 2008-01-24 21:39 |
Desired functionality provided attached widget. What Argh failed to mention is that players may not wish to wait at the beginning of the game to load data for a bunch of units that may never be used during the game. |
trepan (reporter) 2008-01-24 21:42 |
Note that the attached widget requires Spring SVN R5376 or later. To use it with 0.76b1, change the DrawGenesis() call to DrawWorld(). |
![]() |
|||
Date Modified | Username | Field | Change |
---|---|---|---|
2006-03-12 03:55 | Argh | New Issue | |
2008-01-24 15:00 | Eekk | Note Added: 0001881 | |
2008-01-24 21:39 | trepan | File Added: preload.lua | |
2008-01-24 21:39 | trepan | Note Added: 0001885 | |
2008-01-24 21:40 | trepan | Status | new => resolved |
2008-01-24 21:40 | trepan | Resolution | open => fixed |
2008-01-24 21:42 | trepan | Status | resolved => feedback |
2008-01-24 21:42 | trepan | Resolution | fixed => reopened |
2008-01-24 21:42 | trepan | Note Added: 0001886 | |
2008-01-24 21:43 | trepan | Status | feedback => resolved |
2008-01-24 21:43 | trepan | Resolution | reopened => fixed |
2012-06-27 02:27 | abma | Status | resolved => assigned |
2012-06-27 02:27 | abma | Assigned To | => abma |
2012-06-27 02:29 | abma | Status | assigned => resolved |