|View Issue Details|
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0005945||Spring engine||General||public||2018-03-30 04:05||2018-04-01 13:51|
|Status||resolved||Resolution||no change required|
|Product Version||104.0 +git|
|Target Version||Fixed in Version||104.0 +git|
|Summary||0005945: Explain the meaning of Draw::World::Projectiles|
|Description||Draw::World::Projectiles seems to be high even when very little is going on. All shields in ZK are not visible so that would not be the cause. The synced projectile count indicates that no projectiles have fallen off the map, never to be destroyed. Does Draw::World::Projectiles include cegs?|
|Tags||No tags attached.|
|Checked infolog.txt for Errors|
CEGs add (unsynced) projectiles which in turn add particles.
Draw::World::Projectiles includes both projectiles and particles.
almost all types of projectiles are sorted by camera distance which can rapidly decrease performance.
Last edited: 2018-04-01 13:51
newer maintenance builds will feature a /distsortprojectiles command to make the sorting cost measurable.
the DrawProjectile callin used by ZK is also expensive in large numbers (as are DrawUnit and DrawFeature), beware.
|2018-03-30 04:05||Google_Frog||New Issue|
|2018-03-30 04:05||Google_Frog||File Added: screen00027.jpg|
|2018-03-30 04:05||Google_Frog||File Added: screen00028.jpg|
|2018-03-30 04:05||Google_Frog||File Added: screen00031.jpg|
|2018-03-30 04:06||Google_Frog||File Added: 20180330_124259_Comet Catcher Redux v3_104.0.1-338-g911f59b maintenance.sdfz|
|2018-03-30 10:51||Kloot||Note Added: 0018952|
|2018-04-01 13:47||Kloot||Assigned To||=> Kloot|
|2018-04-01 13:47||Kloot||Status||new => resolved|
|2018-04-01 13:47||Kloot||Resolution||open => no change required|
|2018-04-01 13:47||Kloot||Fixed in Version||=> 104.0 +git|
|2018-04-01 13:47||Kloot||Note Added: 0018960|
|2018-04-01 13:51||Kloot||Note Edited: 0018960||View Revisions|