Just an easy hack to detect time spent in millisec(note:0 doesnt mean it doesnt cost cpu time,instead it means the function takes less than 1ms and cannot be detected by my ugly counter):
debug build,sk rush one player skimirsh mode(3 ai and no network): never: proccess3DBuilding time 0 never: visUpdateLevel time 0 never: gridGarbageCollect time 0 never: findpath system time 0 never: cluster system time 0 never: cmdDroidUpdate time 0 never: AI player time 0 never: fireWaitingCallbacks time 0 never: player power/unit/building time 10 never: pwrcUpdate time 0 never: missionTimerUpdate time 0 never: proj_UpdateAll time 0 never: animObj_Update time 0 never: objmemUpdate time 0 never: displayWorld time 40 as you can see the gamelogic loop only uses 10-20ms in a debug build,while the displayWorld itself uses 2-4 times cpu time than everything else togther...so there must be something horribly wrong with the renderer code,since opengl shouldnt use such amount of cpu time... release build:(same setting as debug's above) never: proccess3DBuilding time 0 never: visUpdateLevel time 0 never: gridGarbageCollect time 0 never: findpath system time 0 never: cluster system time 0 never: cmdDroidUpdate time 0 never: AI player time 0 never: fireWaitingCallbacks time 0 never: player power/unit/building time 0 never: pwrcUpdate time 0 never: missionTimerUpdate time 0 never: proj_UpdateAll time 0 never: animObj_Update time 0 never: objmemUpdate time 0 never: displayWorld time 40 now most of the gamelogic loop cpu time costs got optimized out by compiler,though it seems it doesnt help reducing the amount of time used by the renderer... will insert my ugly counter into displayWorld's 'sub-functions' and pinpoint the hoggers =)
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