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Din's Legacy - Performance Improvements

Discussion in 'Game/SP News & Comments' started by RPGWatch, Dec 17, 2018.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]A new patch for Din's Legacy has been made available. This patch (number 17, since the game is available in Early Access and the additional patch 18) focusses on performance improvements.

    [​IMG]
    • fixed long loading times on some maps (Doesn't Learn From Mistakes/Destro)
    • moved ogg decoding to own thread (music and 2d sounds) - should be a bit faster and allows music to play during loading
    • now static models (1 animation with 1 frame) always go down static vbo path (test went from 50.8 to 60.8 fps)
    • now all dead monsters of the same type shares the same vbo (test went from 66.2 to 71.0 fps)
    • fixed addObject in spawnAreaBlock to not reference modelResource so much less likely to pause waiting for resource to load
    • fixed effects being generated in light and shadow mapping passes (speeds up test from 48 to 60 fps)
    • no longer sort draw surfaces in normal draw and shadow mapping pass (already sorted in light pass)
    • fixed explosion precaching not working correctly
    • improved projectile precaching
    • now make sure don't get in an infinite loop when precaching (don't think it has even happened yet, but as it gets more complex it would happen without protection)
    • now precache hazards
    • now precache objects
    • precached a bunch of small things better
    • now precache swipes better
    • hooked up 4 new mail/plate male player skins
    • now precache money sound and soulstone model
    • now precache footstep sounds
    • now precache basic elemental effects
    • precached status effect assets better
    • now precache level ambient objects
    • fixed a bug in PlayerClient::getTitle that might have been causing a rare Character menu crash (eddieray7)
    • fixed music not playing in menus
    • sped up StatusEffectBase::processDatabaseEntry (test went from 23 to 12 seconds)
    • now more particles combine into the same surface - speeds up particles a little (4% in stress test)
    • now gameShared->getPackedDatabaseEntry uses database hints - should speed up loading some
    • fixed PlateSteel_d.tga being wrong tga type (prevented it from being compresses and included in public build)
    • no longer calculate hash multiple times for DatabaseEntry::getAllValues type calls (overrides/addsTo/base)
    • now when looking up each database entry base, uses the hint from the current subdatabase to speed up search
    • fixed infinite loop if change SERVER_FRAME_TIME
    • can now change the server frame time with serverFrameTime user var (default is 50)
    • fixed on old whirlwind effect being referenced
     
    Last edited by a moderator: Dec 17, 2018
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