maybe it would be best to do the profiling using the code that is being
performed, otherwise your results may be unreliable.
i dont know if thats possible in your case, but you could start from the
bottom and work up.
run a few loops of the doSomethingEasy() and see how fast its running,
if its blindingly fast assume they have a fast cpu and move up to the
doSomethingHard()
martin
Alias wrote:
Hi guys,
I'm working on a project which involves reducing the amount of work done,
based on the client's CPU speed.
I'm wondering - does anyone have a tried & tested method of doing this? I'm
thinking something along the lines of:
startTime = getTimer();
//do something timeconsuming - loop 100 times, for example
speed = doSomethingTimeconsuming()
if (speed < 5){
doSomethingEasy();
} else{
doSomethingHard();
}
What I'm wondering is the doing something timeconsuming part - I need a
simple operation that will be reasonably consistent across player types - is
there any operation that *hasn't* been improved or that has always been
fast? The target player is FP6 (pre 6.65), so I need an operation that will
be consistently slow or fast on every player since then
Has anyone done this much?
Thanks in advance,
Alias
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