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#11 |
Veteran
Join Date: Oct 2016
Location: London-ish
Age: 48
Posts: 1,877
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the lag, i can tell you is not tied to resting, but very likely to mobs sleeping. Because - while the video is of me resting (as i do not know when i'll run into a ton of mobs sleeping, dont want to keep the recording running and then have to trim a 17Gb file) - this mostly happens when there are mobs sleeping nearby. It *also* happens when i rest, but try to enter a vault and you will see. Think, 5 seconds to be able to do 1 move.
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#12 | |
Knight
Join Date: Jan 2017
Posts: 862
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Quote:
I know I should be doing various other stuff but an abstract problem like algorithmic efficiency might be relaxing. |
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#13 |
Adept
Join Date: Mar 2009
Posts: 140
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I noticed lag recently in my game on my laptop and taking note of others post, I wondered what had triggered it.
Once I moved a bit further down the corridor I came across a pack of hounds, so I wonder whether that was the cause? Were they sleeping? Sorry, no save file. |
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#14 | |
Apprentice
Join Date: May 2020
Location: Argentina
Posts: 78
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Quote:
I've noticed that the game do more refreshs when the size of the tiles is greater than 1 (more chance to have garbage on the screen). And... shockbolt has double sized tiles. That's a lot of overhead. |
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#15 |
Knight
Join Date: Nov 2008
Posts: 757
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Old V had many efficiencies, but also many efficiency options for turning them on or off as needed and desired; and while AI or code modifications are a bit hard to just toggle on or off, that solution would still work for screen update frequency.
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#16 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,649
Donated: $60
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Tiles, on the other hand...
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#17 |
Veteran
Join Date: Oct 2016
Location: London-ish
Age: 48
Posts: 1,877
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if shockbolt tiles are resource intensive, why doesn't 4.1.3 have lag under the same circumstances?
Also, which exactly are these resources? RAM ?
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#18 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,649
Donated: $60
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Quote:
Probably a combination of CPU cycles and graphics memory. I'm not sure how efficiently the Windows routines we use (mostly written pre-2000) use Windows 10.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#19 |
Apprentice
Join Date: May 2020
Location: Argentina
Posts: 78
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Memory mostly in mobile. There is a lot of tile resize happening too. That can be improved with tile caches, but they are specific to each port.
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#20 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,979
Donated: $40
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Redraw while resting and running is a huge hog. Has anyone compared tiles with no tiles directly?
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