Version 2 (modified by fabio, 11 years ago) ( diff )

typo

Currently 0 A.D. performance is lower than that of similar RTS games, especially when playing with many units on a map. This page collects some tasks and suggestions to improve performance of pyrogenesis, the engine used by 0 A.D.. To discuss performance related ideas you can use the Performance Optimizations forum thread.

Ongoing improvements

Feature Relevant link(s) Performance impact Status
Rewrite the renderer to require OpenGL 2.1forum threadBigStalled
Threading to use more than one CPU core?Big?
New Pathfinder#1756BigStalled
Incremental update of pathfinder's passability grid#930MediumStalled, to do with new pathfinder
Upgrade SpiderMonkey from 1.8.5 to 17 MediumOngoing work
GUI code improvement#885MediumStalled
CCmpRangeManager optimization#1707MediumOngoing work
ComponentManager optimization#1860MediumOngoing work
ModelRenderer.cpp optimization#1859MediumOngoing work
UnitAI/UnitMotion repathing improvement#1200Medium?
JS GUI code optimization#1878SmallOngoing work
Implement an Octreeforum thread??
Rewrite the AI base system in C++forum thread??
Benchmark mode#837n/a?
Graphic settings system#475n/a?
Implement profiling for any thread#807n/a?

Completed improvements

Feature Relevant link(s) Performance impact Status
AI API v3 and Aegis AIforum threadMediumLanded in alpha13
Sim interpolation (game and editor)#1846 #1858 #1865MediumLanded in alpha13
Math optimizations of GetInterpolatedTransform#1854SmallLanded in alpha13
Note: See TracWiki for help on using the wiki.