Balanced Annihilation 7.31 - Page 8

Balanced Annihilation 7.31

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smoth
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Re: Balanced Annihilation 7.31

Post by smoth » 31 Mar 2011, 22:36

you must be running some stripped down settings. enabled I get 120 fps, disabled I get 135.
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Wombat
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Re: Balanced Annihilation 7.31

Post by Wombat » 31 Mar 2011, 22:41

i dont want to whine, but, seriously, does someone else got problems with fps drop while highlightselectedunits widget is enabled ?
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Pxtl
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Re: Balanced Annihilation 7.31

Post by Pxtl » 31 Mar 2011, 22:52

Wombat wrote:i dont want to whine, but, seriously, does someone else got problems with fps drop while highlightselectedunits widget is enabled ?
A lot of those unit-highlighters seem to be resource beasts. I remember CA used to bundle with a SelectionHalo widget that would bring my old onboard to its knees, when the rest of the game would run just fine.

I'm so happy to be done with that onboard.
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Wombat
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Re: Balanced Annihilation 7.31

Post by Wombat » 31 Mar 2011, 23:15

would be nice if it could be disabled by default / fixed. there are already many threads in bugs section about that (lag and huge dots on minimap)
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Jazcash
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Re: Balanced Annihilation 7.31

Post by Jazcash » 31 Mar 2011, 23:24

smoth wrote:you must be running some stripped down settings. enabled I get 120 fps, disabled I get 135.
Well, firstly, I use a lot of widgets. Secondly, yeah, Spring Settings are pretty low.
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Wombat
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Re: Balanced Annihilation 7.31

Post by Wombat » 31 Mar 2011, 23:26

widgets are for nubs ! i wish their list was closed :c
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Nixa
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Re: Balanced Annihilation 7.31

Post by Nixa » 01 Apr 2011, 01:30

Back in my day son there was no such thing as a widget :lol:
I miss 2005/2006 spring
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smoth
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Re: Balanced Annihilation 7.31

Post by smoth » 01 Apr 2011, 01:51

Spring is a better project for the addition of lua.

Jaz, I suggest you getting the widget profiler and start tracking down which widgets in particular are causing the most slowdown and reporting back on it.

P.S. How does the gundam widget setup effect you(pm me on this so we do not derail)
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Beherith
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Re: Balanced Annihilation 7.31

Post by Beherith » 01 Apr 2011, 09:39

http://springrts.com/phpbb/viewtopic.ph ... er#p226428
I made this for my own but I release it in case some other devs or players are interested..

This is useful for widget devs and players who want to know which widget slows them down..

It just shows all active widgets and the time it takes for some callins (configured with a table in the file) to execute.

Note that it needs to be reloaded whenever you toggle another widget.
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smoth
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Re: Balanced Annihilation 7.31

Post by smoth » 02 Apr 2011, 16:12

well jaz?
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Gota
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Re: Balanced Annihilation 7.31

Post by Gota » 02 Apr 2011, 16:16

Only one truly epic widget...custom formations.
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Jazcash
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Re: Balanced Annihilation 7.31

Post by Jazcash » 02 Apr 2011, 16:25

smoth wrote:well jaz?
Image

IceUI is the main culprit. How embarrassing :oops:
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smoth
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Re: Balanced Annihilation 7.31

Post by smoth » 02 Apr 2011, 16:30

lol chili is so slow :P
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Jazcash
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Re: Balanced Annihilation 7.31

Post by Jazcash » 02 Apr 2011, 16:41

Mid-game shots:

Image

Image
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Wombat
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Re: Balanced Annihilation 7.31

Post by Wombat » 02 Apr 2011, 16:48

for me team platter took most :C and i love it so much . . .

also adv players list sux suprisingly much, no ?
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Jazcash
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Re: Balanced Annihilation 7.31

Post by Jazcash » 03 Apr 2011, 02:43

I thought this was pretty interesting. Take Reminder widget uses an awful lot when you have a fair few players drop or start lagging immensely.

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Wombat
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Re: Balanced Annihilation 7.31

Post by Wombat » 03 Apr 2011, 02:52

christ, u use so many widgets. nuke button, lol
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Niobium
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Re: Balanced Annihilation 7.31

Post by Niobium » 03 Apr 2011, 03:48

Jazcash wrote:I thought this was pretty interesting. Take Reminder widget uses an awful lot when you have a fair few players drop or start lagging immensely.
Takereminder is horrendously inefficient, it basically checks every unit individually every frame to see if it is takeable, here's the rough process:

Code: Select all

For every frame being drawn:
    Find all visible units
    Foreach visible unit
        Get unit team
        Get active players
        Foreach active player
            If player controls the units team, exit
        Draw a 'T'
Given that the 'T' is largely unnecessary due to flashing team color of disconnected teams, a quick fix is just to remove the :DrawWorld function altogether, if you are concerned about performance.

It's likely quite a few of default widgets will be updated in the coming release(s).
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klapmongool
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Re: Balanced Annihilation 7.31

Post by klapmongool » 04 Apr 2011, 16:33

Interesting stuff. Probably splitting it to a topic in lua stuff would be best?

OT (on the potentially split off topic): I am interested in cutting down on my, also rather big, list of widgets. Also in order to switch to MT IF I can do that without loosing too much functionality. I hope to combine this with reducing required cpu time for widgets. I have experimented with cutting down/changing some widgets in the past but it seemed that there are simply too many problems in both gui widget code (red/ice) and specific 'functional' widget code.

Is anyone else interested in sharing knowledge on 'MT-safe' widgets and 'cpu-friendly' widgets? (I dont need to hear that MT is not being supported, its about time we start adjusting to it).
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hoijui
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Re: Balanced Annihilation 7.31

Post by hoijui » 04 Apr 2011, 17:25

you should not/can not adjust GUI stuff to current release MT version of spring. it needs re-factoring (being done by zerver already) first. so a much better idea is to fix CPU ineffective Lua code now.
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