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 other performance related ideas you can use the Performance Optimizations forum thread.
Ongoing improvements
Feature | Relevant link(s) | Performance impact | Status
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Rewrite the renderer to require OpenGL 2.1 | forum thread | Big | Stalled
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Threading to use more than one CPU core | | Big | Not started
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New Pathfinder | #1756 | Big | Stalled
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Incremental update of pathfinder's passability grid | #930 | Medium | Stalled, to do with new pathfinder
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Upgrade SpiderMonkey from 1.8.5 to 17 | | Medium | Work in progress
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GUI code improvement | #885 | Medium | Stalled
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CCmpRangeManager optimization | #1707 | Medium | Work in progress
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ComponentManager optimization | #1860 | Medium | Work in progress
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ModelRenderer.cpp optimization | #1859 | Medium | Work in progress
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UnitAI/UnitMotion repathing improvement | #1200 | Medium | Not started
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JS GUI code optimization | #1878 | Small | Work in progress
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Implement an Octree | forum thread | ? | Not started
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Rewrite the AI base system in C++ | forum thread | ? | Not started
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Benchmark mode | #837 | n/a | Not started
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Graphic settings system | #475 | n/a | Not started
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Implement profiling for any thread | #807 | n/a | Not started
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Completed improvements