Changes between Version 1 and Version 2 of Ticket #1923, comment 8
- Timestamp:
- May 11, 2013, 10:22:37 AM (11 years ago)
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Ticket #1923, comment 8
v1 v2 9 9 * const_only.2.patch: const param& , const param, const method, const simple variable (making compiler avoiding object copies whenever possible) some rvo no kicks in there as well.(5-10%perf) 10 10 11 * minimap.patch: add VBO support for unit drawing when supported, huge perf boost per frame, as opengl driver doesn't have to sync anymore. (20%perf with a good gpu, invisible with slow gpu) 11 * minimap.patch: add VBO support for unit drawing when supported, huge perf boost per frame, as opengl driver doesn't have to sync anymore. (20%perf with a good gpu, invisible with slow gpu) 12 12 13 -branch: remove branches whenever possible in loops: here CLOSTexture::GenerateBitmap getting huge boost, removing lots of code and adding cache prefetching benefits with the single memset at start (5%perf)13 * branch.patch: remove branches whenever possible in loops: here CLOSTexture::GenerateBitmap getting huge boost, removing lots of code and adding cache prefetching benefits with the single memset at start (5%perf) 14 14 15 * all in one patch updated with all changes in perf.patch15 * perf.patch: all in one patch updated with all changes 16 16 17 17 Perf is in the main thread only, relative to 100%. Here it makes 0ad very playable on all non naval maps, including huge maps. The real perf stopper now here is a IA economy script "drop sites searching" that kicks in regularly and gives perfs stuttering. Huge pathfind request, (200 units moves at once), still goes up, but gives "reasonable stuttering".