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Post by Praesumo on Jan 28, 2015 1:01:45 GMT
Noticed this last night while creating my mounted knight (who has a ton of pistons on him). I was going to do a final pass and change all of the unused pistons' activation key to spacebar (which would make them inactive), but noticed when I did that suddenly the game ran a noticeably slower. I've since changed them back to "H", and this seems to have fixed the problem, but this seems like such a silly thing to add lag to the game, so it must be a bug. Can someone with more Technical skills than me test and see if: 1) This happens with ALL parts, or is just limited to pistons? (Question: Does changing the keypress to activate a part decreases FPS? Answer: ?). I'm worried it does, and wonder what it means about the code. 2) If this was just me making things up (I was tired, but I'm pretty certain about this) 3) If changing the keypress to a normal key doesn't matter, but changing it to an empty value (spacebar) is the culprit.
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Post by johnnyoverload on Jan 29, 2015 6:11:36 GMT
I think can confirm that it's changing the hot keys that does this. I was building my Mobile Oppression Palaceā¢ yesterday and the simulation ran below 10 fps with 40 wheels all rebound to tank controls (one side G/B, the other side H/N).
I actually came on tonight to report the issue because I wasn't sure of the cause. I had only built the wheels and some bracing while I tested.
It seemed to run fine with 10-15 rebound wheels and I've never had any issue using that rebind scheme with 4 or 6 wheels on the vehicles I used to clear the zones the first time.
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Post by Praesumo on Jan 29, 2015 6:25:59 GMT
Well. Wheels have been found to cause lag on their own. So I'm not sure the cause it that your wheels had rebound keys. But it's very possible it was BOTH! (If you want less lag, find a way to have ZERO wheels on your machine. This gives me a much better framerate.
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Post by johnnyoverload on Jan 29, 2015 6:37:04 GMT
Yeah, I saw your other report about wheels after I wrote that one. It could have been both because it was bad, sub-10 fps.
I'll test some other rebinds without wheels and report back directly.
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Post by johnnyoverload on Jan 29, 2015 7:40:26 GMT
Okay, I'm back. I've cleared Solomon's Flock with just my bottom frame (74 blocks + wheels) with 26,30,32,34,36,38 and 40 rebound wheels. I actually didn't encounter a visually noticeable frame rate issue.
Frame rate issue for me came back as I increased my complexity beyond that point.
I was still not noticing fps drop up to 147 blocks (w/ 26 wheels). Up to 207 blocks, my frame rate had dropped significantly. The completely built and reinforced base for the Mobile Oppression Palace is 276 blocks (including 26 rebound wheels) which runs at sub-10 fps. All of these results were similar with and without Virtu MVP 2.0 running.
Trying your results, I started with 12 blocks and 22 pistons rebound to Space. No visible effect. I added 6 wheels so I could roll it for a better visual frame of reference, and still got no visible effect. (40 blocks total, 28 Rb) Jumping to 62 total blocks with 44 pistons rebound to Space, I had noticable fps drop. 22 pistons bound to space and 22 un-rebound did not seem to cause fps drop. Rebinding 44 pistons all to 't' had no noticeable effect.
Slowly reducing the number of pistons. The threshold seems to be around 30+. The FPS is probably dropping before then, but it's becoming noticable on my machine at over 35 pistons rebound to space.
More to follow.
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Post by johnnyoverload on Jan 29, 2015 7:58:25 GMT
Further rebind testing was done with the same base (12 blocks, 6 wheels rebound to GBHN). Started with 44 explosive bolts unrebound. This has no visible effect on fps and didn't look nearly as cool as I hoped when I activated them all at once. With 22 rebound to Space , there may have been some fps drop, but I wasn't entirely sure on visuals alone. With all 44 rebound to Space the fps drop was very severe.
I feel pretty confident that issue here is specific to rebinding objects to Space. FRAPS will likely show a gradual decline as more objects are rebound to Space that I could not confirm visually.
Also, having just rebound a few hundred keys in rapid order, it would be awesome if the rebind window would close and reopen when I click onto a different block while in rebind mode. Me and that little x to close are no longer friends.
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Post by Praesumo on Jan 29, 2015 9:55:50 GMT
Also, having just rebound a few hundred keys in rapid order, it would be awesome if the rebind window would close and reopen when I click onto a different block while in rebind mode. Me and that little x to close are no longer friends. Ditto. So much ditto. Need that.
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Post by Von on Jan 29, 2015 15:50:39 GMT
Also, having just rebound a few hundred keys in rapid order, it would be awesome if the rebind window would close and reopen when I click onto a different block while in rebind mode. Me and that little x to close are no longer friends. Ditto. So much ditto. Need that. Will add this to the suggestions list, I agree it would be useful. I will also pass the information about this issue with increased lag onto the devs, we'll see what can be done about it. Thankyou all for taking the time to post this stuff, it really does help us out!
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