Ticket #197 (closed task: fixed)
Investigate large map bottleneck via profiling
| Reported by: | barra_parpg | Owned by: | eliedebrauwer |
|---|---|---|---|
| Priority: | major | Milestone: | Techdemo 1 |
| Component: | scripts | Version: | trunk |
| Keywords: | profiling, large map, tiles, FIFE | Cc: | |
| Time spent: | 1d | Time remaining: | 1d |
| Time planned: | 1d |
Description (last modified by barra_parpg) (diff)
Having a large number of instances on a map seems to seriously affect ingame as well as map editor performance.
You can test it yourself by updating to the latest SVN revision of PARPG. After that open settings.xml in the PARPG folder and change:
<MapFile> maps/map.xml </MapFile>
to:
<MapFile> maps/techdemo1_ground_level.xml </MapFile>
My guess is that the bottleneck is obviously FIFE-related but if we could provide some solid profiling data, chances are increasing that the FIFE devs look into it and could improve the performance.
To profile a FIFE-based client such as PARPG (on Linux), follow the instructions provided here: http://wiki.fifengine.de/Profiling:Linux:Callgrind
Update: here's a guide how to profile PARPG: http://wiki.parpg.net/Profiling_PARPG
Attach profiling data to the ticket. I can forward the information to the FIFE devs.

