matrix multiplication code optimization
Moderator: Moderators
I think the real issue with optimization is that spring runs slower than OTA. Much slower. Considering that OTA did all the 3d rendering in software, that is saying something. Spring has to handle deformable terrain (and a better pathfinding engine), but other than that, it is basically doing the same things that the OTA engine did, and it gets to offload all the 3d rendering to the graphics card.
On the OTA engine 5 years ago, I regularly played 8 player lan games with a 500 unit limit where most of us would hit the unit limit (around 3000 units in play) with no slowdown. (It was a major porc-fest, but I digress.) This is on second generation iMacs!
On the Spring engine, it slows down if you get more than around 400 units in play total. There is obviously some low hanging fruit here that we can grab in terms of optimization. I know it is there. Even if we can only double the number of units to 800 before slowdown, that will still let 8 player games happen where each player has 100 units. That isn't that large a game, especially when you start to think about construction plane swarms of 30 planes, and 50 plane fighter fleets.
On the OTA engine 5 years ago, I regularly played 8 player lan games with a 500 unit limit where most of us would hit the unit limit (around 3000 units in play) with no slowdown. (It was a major porc-fest, but I digress.) This is on second generation iMacs!
On the Spring engine, it slows down if you get more than around 400 units in play total. There is obviously some low hanging fruit here that we can grab in terms of optimization. I know it is there. Even if we can only double the number of units to 800 before slowdown, that will still let 8 player games happen where each player has 100 units. That isn't that large a game, especially when you start to think about construction plane swarms of 30 planes, and 50 plane fighter fleets.
Wouldn't it be better to implement the new model format someone was talking about with built in proper animations... Then to try and improve the COB animations?smoth wrote:I think the unit animation code needs to be looked at. It seems that when a lot of animation is happening the game slows... any knowledge on this?