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map performance

Posted: Fri Sep 20, 2019 2:17 pm
by gabberworld
better map view performance would be nice too.

instead draw tile by tile all the time would it not be better just draw a single image in map view when locations are all ready opened ?

right now i am testing command

Code: Select all

/c local radius=10000 game.player.force.chart(game.player.surface, {{game.player.position.x-radius, game.player.position.y-radius}, {game.player.position.x+radius, game.player.position.y+radius}})
i look this also in zoomed out view so currently only thing what moves at there is pollution and radar scan, and fps / ups drop is huge

Re: map performance

Posted: Sat Sep 21, 2019 5:32 am
by Rseding91
gabberworld wrote: Fri Sep 20, 2019 2:17 pm instead draw tile by tile all the time would it not be better just draw a single image in map view when locations are all ready opened ?
That is how it works now.

Re: map performance

Posted: Sat Sep 21, 2019 9:03 am
by gabberworld
Rseding91 wrote: Sat Sep 21, 2019 5:32 am
gabberworld wrote: Fri Sep 20, 2019 2:17 pm instead draw tile by tile all the time would it not be better just draw a single image in map view when locations are all ready opened ?
That is how it works now.
i guess it's pollution then what makes huge fps/ups drop at there

but still i really not get why it drop 60 to 35 when i look map in zoomed out, as i not even see any enemy movements at that view

if i zoom in then fps/ups goes up again

also if i move map to black area then fps/ups goes up too, that's why i thinked first that it draws tile by tile

Re: map performance

Posted: Sat Sep 21, 2019 6:41 pm
by Rseding91
Pollution is also batched in vertical strips.