Use IncrementalCompileOperation to incrementally upload OpenGL objects during the loading screen
For now, not much difference, but should result in a sizable speed up once MyGUI no longer needs the DYNAMIC flag (i.e. the loading screen truly renders in the background).
Strange perfomance problem: FPS is much better the first time I run openMW (nightly build)
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Re: Strange perfomance problem: FPS is much better the first time I run openMW (nightly build)
Scrawl mentioned this in his commit message:
Re: Strange perfomance problem: FPS is much better the first time I run openMW (nightly build)
If I understood correctly, ICO is used for Distant Land for both terrain and object paging (latter was added only in 0.47).
There can be cases when OpenMW feeds data to ICO faster than it can be processed, so there is a slowdown and increased memory usage in such cases. Also already fed data can not be skipped, even if it is outdated (e.g. if player moved to an another cell), it still should be processed.
Also OpenMW has a "target framerate" setting which controls how many time per frame ICO can use. A default value is 60, which means that in-game FPS > 60 is considered to be redundant and part of resources instead can be used by ICO at will, what can cause framerate drops with large FPS.
There can be cases when OpenMW feeds data to ICO faster than it can be processed, so there is a slowdown and increased memory usage in such cases. Also already fed data can not be skipped, even if it is outdated (e.g. if player moved to an another cell), it still should be processed.
Also OpenMW has a "target framerate" setting which controls how many time per frame ICO can use. A default value is 60, which means that in-game FPS > 60 is considered to be redundant and part of resources instead can be used by ICO at will, what can cause framerate drops with large FPS.