The second major improvement comes from improving how we organize and approach the agent rendering aspect of the code - specifically the organization & layout of the data, and how many "indirections" were required simply to update the position or facing of PAX and staff. Notably, agent movement updates & calculations - these are now parallelized, meaning several threads can run these updates at once leading to a relatively substantial improvement especially for those who have robust CPUs with high core counts. ![]() Since the last release we've been able to find major performance gains in several of the "systems" that the SimAirport gameplay relies upon to function. Note: This is the Profiling view of our last default build - it helps us see the areas we can Improve on. For a reference, this is one of the reporting tools that we have available and is a good example of what we're talking about: Sometimes, however, this isn't enough - and to get a really deep look into how and what we can do to improve performance improve we've been sitting down together in multiple-hours-long calls and delving deep into the profiling tools at our disposal.
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