any volunteer? :) It would be ideal if profiling could be done within some late interval, I mean skipping like first 2 hours and then profile for 10 minutes.
But from my random testing of backtrace (stopping of the game in random time), it seems that "cmd_queue" is taking quite a long of time during game near-freezes. Perhaps it relates to number of bobs or non-player objects. I googled for some fiendly profiler, but it is not that simple... 2014-09-10 15:35 GMT+02:00 Holger Rapp <[email protected]>: > > On 10.09.2014, at 00:50, Tibor Bamhor <[email protected]> wrote: > > > Hi, > > > > when working on AI I look on performance as well. > > > > I also encountered game sudden slow-downs when fps drops below 1 or so. > Using printfs I found that in such situation AI is not called for few > seconds at all. So it seems it is not a culprit. > > > > But my question is about other observation - the game with big map > 512x512 - PAUSED and fps still shows ~13 fps - instead of expected 25.0. No > movement on screen of course. So what can the game be doing so cpu > intensive when paused? > > No one can tell without profiling. You need to profile. > > > > > > Regards > > _______________________________________________ > > Mailing list: https://launchpad.net/~widelands-dev > > Post to : [email protected] > > Unsubscribe : https://launchpad.net/~widelands-dev > > More help : https://help.launchpad.net/ListHelp > >
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