Follow-up Comment #9, patch #1134 (project wesnoth):

Here is a savegame (test_fps_cpu.gz) from an artificial case showing well the
problem. All units are connected by a lateral empty hex, each update of
standing or flag animations causes a redraw of all units and their lateral
hexes (but this patch also fix the case of directly adjacent units). Plus,
each animation have its own tempo, and since they are not synchronized (this
is why I used 4 different sides/flags) this causes a big redraw at high
rate.

I think that even in normal gameplay, similar big network of units happen
(front lines, healers and villages behind it, recruit group, etc...). 

My results (using "--max-fps 1000". Without that, it tops to 50fps and
reduces cpu usage a bit when it happens)
With standing animations on/off and map animations on/off (village flags)

Before the patch
standing off, map off : cpu 5%,  50 fps
standing off, map on  : cpu 60%, 40 fps
standing on , map on  : cpu 65%, 32 fps

After the patch:
(also with "--max-fps 1000" to avoid being blocked at 50fps and to show how
the framerate improves. Useless without the patch)

standing off, map off : cpu 5%,  50fps (8% at 92fps)
standing off, map on  : cpu 8%,  50fps (12% at 89fps)
standing on , map on  : cpu 22%, 50fps (35% at 69fps)

Note also then when all anims are off, the result looks the same, but without
the patch, any move (mouse or scrolling) will triggers a big redraw. With the
patch, only the few hexes affected will be redrawn (which is really needed).
So there is still a big difference but harder to measure.

My system: Linux, AthlonXP 2600+, Nvidia Geforce 5200, nvidia driver, video
mode 1280x987

(file #5498)
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Additional Item Attachment:

File name: test_fps_cpu.gz                Size:32 KB


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