Does anybody know of a way to profile the server and client dlls? Ive
tried both vTune and MS's profilers, but neither work without the
ability to compile the hl engine in profile, so I have the files (for
which I cant remember the name of at the moment) to allow the profile to
even run.

I really need to profile these dlls to find the major choke points so I
can speed everything up a lot more, but I can't seem to figure out a way
to do so. Has anybody (who doesn't have access to the engine of course)
been able to successfully profile these dlls recently? I've noticed some
major slow down with my particle engine (which runs like a hot knife
through butter on its own, and in the quake engine itself when I was
playing with a quake derivative engine a couple months ago) but it seems
to just choke inside the client dll. (and I'm not using tri-api for it
either, opengl mode is actually using straight opengl, software/d3d use
standard hl efx api effects, to retain speed, and give opengl the extra
boost of quality)

There are other anomalies too, on the server that I wish to rectify.

If anyone can give any assistance on this matter, I'll be kissing your
feet =)

(well, maybe I'll get someone else to kiss your feet, but someone will
=D )


-omega
Blackened Interactive - http://blackened-interactive.com
Front Line Force - http://www.flfmod.com



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