sphyrth Posted October 30, 2019 Report Share Posted October 30, 2019 (edited) I tried to find this person's comment, but to no avail. But what IS the devs' current stance on Optimization? Edited October 30, 2019 by sphyrth Title Typo 1 Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted October 30, 2019 Report Share Posted October 30, 2019 You start doing optimisation when all of the planed features are working correctly until then all code just grows in complexity.But once we do start it will not be a fast process either as whole sections of code may need refactoring to make them completely thread safe (use all cpu cores available} then we might discover we have algorithm validity issues like the pathfinder. Enjoy the Choice 3 1 Quote Link to comment Share on other sites More sharing options...
smiley Posted October 30, 2019 Report Share Posted October 30, 2019 (edited) By not fixing design bottlenecks quickly, you get screwed in the end. And fixing them becomes impossible instead of just hard. (Intels report claimed using js was the major bottleneck, well, I like to see someone attempt a major rewrite.) NTFS comes to mind. And I am not saying that because l use ext4 or zfs or something else. Checking out version controlled repos are terrible on Windows. Especially when there are a lot of commits. Edited October 30, 2019 by smiley 3 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 30, 2019 Report Share Posted October 30, 2019 there are optimization at this A24 25% more i guess. Quote Link to comment Share on other sites More sharing options...
smiley Posted October 30, 2019 Report Share Posted October 30, 2019 (edited) On 10/30/2019 at 11:22 AM, Lion.Kanzen said: there are optimization at this A24 25% more i guess. This one is probably slower. Cool art with not so impactful code changes. The pathfinder rewrites could be slower or negligible. Those were not meant for performance apparently. (Since its now supposed to handle more edge cases, its probably the former) A dev feel free to correct me on that. (Not sure how many of them look this place) Edited October 31, 2019 by smiley 2 Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted October 30, 2019 Report Share Posted October 30, 2019 Every movement or proposed movement requires a pathfinder call that means every unit on a map is recalculated that by definition is a bottleneck and the reason we currently recommend low pop caps(fewer units on the map). Enjoy the Choice Quote Link to comment Share on other sites More sharing options...
smiley Posted October 31, 2019 Report Share Posted October 31, 2019 (Literally no dev responded here. -.- ) Quote Link to comment Share on other sites More sharing options...
Silier Posted October 31, 2019 Report Share Posted October 31, 2019 (edited) Devs do optimize the code https://code.wildfiregames.com/D2378 https://code.wildfiregames.com/D2386 https://code.wildfiregames.com/D2390 https://code.wildfiregames.com/D2391 and fix memory leaks (and other things) https://code.wildfiregames.com/rP23067 https://code.wildfiregames.com/D2331 so they obliviously do think optimising is important and they do what they can to improve the experience for the player. There have been discussions about moving to higher versions of OpenGL, it would allow them to use new features and possibilities how to improve graphics, but it would also mean to drop support for older computers and based on statistics the team did not want to cut off the game from that number of players. About pathfinder, they are have been improving it in a24 and simultaneously they have been changing code to be easier to apply multi-threading for that computations, which are mostly causes of lags. Any questions? Edited October 31, 2019 by Angen typos 5 1 Quote Link to comment Share on other sites More sharing options...
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