Help with RTSProjectile slow things down
by David Erenger · in RTS Starter Kit · 09/06/2005 (11:54 am) · 7 replies
Hi!
So I have a big problem, If a use an exposion to accour when the projectile hits anything the fps drops slowly over time.
Its 10 fps down in 5 minutes when 3 tanks are fireing at a pace of 1 round per 4 seconds.
I have no idea why, the projectile and the particle emitternode all gets deleted as they should.
If I leave it for about 40 minutes the fps is down at 1-5...
Is there anyone else having this problem with exposions?
So I have a big problem, If a use an exposion to accour when the projectile hits anything the fps drops slowly over time.
Its 10 fps down in 5 minutes when 3 tanks are fireing at a pace of 1 round per 4 seconds.
I have no idea why, the projectile and the particle emitternode all gets deleted as they should.
If I leave it for about 40 minutes the fps is down at 1-5...
Is there anyone else having this problem with exposions?
#2
Hmm, I ran the profiler and there are 2 things that grows in time, its the
BuildSceneTree and
SceneStateRenderImage
Thay go up from about 1-3 % to 20 % when the fps droped to half...
So there is something around that is being rendered somewhere I gues... Dont have the time to look for it now, school :(
09/07/2005 (12:05 am)
Thanks for your reply BenHmm, I ran the profiler and there are 2 things that grows in time, its the
BuildSceneTree and
SceneStateRenderImage
Thay go up from about 1-3 % to 20 % when the fps droped to half...
So there is something around that is being rendered somewhere I gues... Dont have the time to look for it now, school :(
#3
09/07/2005 (1:18 am)
SceneStateRenderImage is a little deceptive, as it is a profiler block that happens around all of the object rendering code. Some of them might report as subblocks, many do not. Just FYI when hunting stuff down. Also, you might want to search a bit on "profiler" and related search terms, there have been some enlightening discussions on how to work with the profiler. (And of course, when TDN goes live, you'll have access to some nice reference material on the profiler.)
#4
www.garagegames.com/mg/forums/result.thread.php?qt=22422
It was causing an error when exiting the application, but maybe it could cause performance issues too?
09/09/2005 (1:36 pm)
Don't know if this is related at all, but there is/was a bug in explosion.cpp that one of the ParticleEmitters for the explosions wasn't being deleted.www.garagegames.com/mg/forums/result.thread.php?qt=22422
It was causing an error when exiting the application, but maybe it could cause performance issues too?
#5
I cant understand I didnt find that thread when I was searching :/
09/10/2005 (2:49 am)
Thank you very mutch, that solved my problem. I cant understand I didnt find that thread when I was searching :/
#6
09/10/2005 (8:09 am)
Cool! :-) Glad I could help. I just happened to get the "out of bins" error that bug caused the day before I saw your post, so it was fresh in my mind. Lucky coincidence. :-)
#7
09/11/2005 (7:11 pm)
This is fixed in 1.4RC2, and should make it back into the next RTS SK update...
Associate Kyle Carter
What about running the profiler to see where the time is going?