Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
I am not the same person but also get a massive fps hit when i have the 3 gate usage abilities (gate switch and use/activate not the build one) on my 3rd bar, i get from 30-40 fps to 1-3 fps when my ability bar with the 3 abilities is on switching to my 1st bar stop the fps hit. my device specification:Processor : Intel(R) Core(TM) i5-3570 CPU @ 3.40GHz 3.80 GhzInstalled RAM : 8.00 GBSystem type 64-bit operating system, X64-based processorGraphics Card : GeForce GTX 670
got 84 mods activated almost all of them faction mods ((including vayra sector and nexerelin) gonna put my a link to my enabled mod) as for my hard drive it is a hdd.the link : https://drive.google.com/open?id=1rtbE0OFbBqX-IYWo1m_60BcTv3l6GMtSEDIT: also here a recording i did to show you : https://drive.google.com/open?id=1xY1bRe_z2WsSfFOYCtjOVBwUgDsh1XKT
I appreciate it, thank you for you time (and the mod), looking forward the update.p.s sorry if i am hard to read, i'm francophone.
I tried the update, while it didn't resolve the fps hit, it did change from 1-3 to 9-10 fps so definitely an improvement .I do not know how your mod work, but does the gate selection ability scan for a gate in the galaxies because if it does I would recommend doing like the Gates Awakened mod and add an option to only allow the gate that the player activated then again I am not a modder.
Quote from: AimedCanada on February 05, 2020, 08:00:10 PMI tried the update, while it didn't resolve the fps hit, it did change from 1-3 to 9-10 fps so definitely an improvement .I do not know how your mod work, but does the gate selection ability scan for a gate in the galaxies because if it does I would recommend doing like the Gates Awakened mod and add an option to only allow the gate that the player activated then again I am not a modder. Did you use the settings file to enable low performance mode? What's the FPS with low performance mode on, and with it off?My mod works differently than Gates Awakened. GA only allows a maximum of five active gates that the player can't choose, while my mod allows a theoretically unlimited number built anywhere the player wants. This means I have to use a different search algorithm.
Quote from: boggled on February 06, 2020, 02:28:05 PMQuote from: AimedCanada on February 05, 2020, 08:00:10 PMI tried the update, while it didn't resolve the fps hit, it did change from 1-3 to 9-10 fps so definitely an improvement .I do not know how your mod work, but does the gate selection ability scan for a gate in the galaxies because if it does I would recommend doing like the Gates Awakened mod and add an option to only allow the gate that the player activated then again I am not a modder. Did you use the settings file to enable low performance mode? What's the FPS with low performance mode on, and with it off?My mod works differently than Gates Awakened. GA only allows a maximum of five active gates that the player can't choose, while my mod allows a theoretically unlimited number built anywhere the player wants. This means I have to use a different search algorithm.GA allows the player to choose all of their gates. The first two are assigned for them, but they can (after the second quest) "move" the active status to any other gate. So they can have x active at any given time, deactivating and activating others at their leisure.https://github.com/davidwhitman/Gates-Awakened/blob/master/src/main/kotlin/org/wisp/gatesawakened/Common.kt#L41I get all systems, then use `system.getEntitiesWithTag(Tags.TAG_GATE)` to get all gates, then filter on the results of that to get gates activated by GA. This little algorithm is independent of the number of gates activated by GA.
Quote from: Wispborne on February 07, 2020, 01:50:13 PMQuote from: boggled on February 06, 2020, 02:28:05 PMQuote from: AimedCanada on February 05, 2020, 08:00:10 PMI tried the update, while it didn't resolve the fps hit, it did change from 1-3 to 9-10 fps so definitely an improvement .I do not know how your mod work, but does the gate selection ability scan for a gate in the galaxies because if it does I would recommend doing like the Gates Awakened mod and add an option to only allow the gate that the player activated then again I am not a modder. Did you use the settings file to enable low performance mode? What's the FPS with low performance mode on, and with it off?My mod works differently than Gates Awakened. GA only allows a maximum of five active gates that the player can't choose, while my mod allows a theoretically unlimited number built anywhere the player wants. This means I have to use a different search algorithm.GA allows the player to choose all of their gates. The first two are assigned for them, but they can (after the second quest) "move" the active status to any other gate. So they can have x active at any given time, deactivating and activating others at their leisure.https://github.com/davidwhitman/Gates-Awakened/blob/master/src/main/kotlin/org/wisp/gatesawakened/Common.kt#L41I get all systems, then use `system.getEntitiesWithTag(Tags.TAG_GATE)` to get all gates, then filter on the results of that to get gates activated by GA. This little algorithm is independent of the number of gates activated by GA.My mistake. We actually seem to use a fairly similar method to get a list of active gates - I imagine you don't scan for updates to which gates are active every single frame though, which is where the performance problems appear to come in for people with slower computers.
Quote from: boggled on February 07, 2020, 02:46:02 PMQuote from: Wispborne on February 07, 2020, 01:50:13 PMQuote from: boggled on February 06, 2020, 02:28:05 PMQuote from: AimedCanada on February 05, 2020, 08:00:10 PMI tried the update, while it didn't resolve the fps hit, it did change from 1-3 to 9-10 fps so definitely an improvement .I do not know how your mod work, but does the gate selection ability scan for a gate in the galaxies because if it does I would recommend doing like the Gates Awakened mod and add an option to only allow the gate that the player activated then again I am not a modder. Did you use the settings file to enable low performance mode? What's the FPS with low performance mode on, and with it off?My mod works differently than Gates Awakened. GA only allows a maximum of five active gates that the player can't choose, while my mod allows a theoretically unlimited number built anywhere the player wants. This means I have to use a different search algorithm.GA allows the player to choose all of their gates. The first two are assigned for them, but they can (after the second quest) "move" the active status to any other gate. So they can have x active at any given time, deactivating and activating others at their leisure.https://github.com/davidwhitman/Gates-Awakened/blob/master/src/main/kotlin/org/wisp/gatesawakened/Common.kt#L41I get all systems, then use `system.getEntitiesWithTag(Tags.TAG_GATE)` to get all gates, then filter on the results of that to get gates activated by GA. This little algorithm is independent of the number of gates activated by GA.My mistake. We actually seem to use a fairly similar method to get a list of active gates - I imagine you don't scan for updates to which gates are active every single frame though, which is where the performance problems appear to come in for people with slower computers.Right, only when they interact with a gate and the dialog is shown.Why do you need to do it on each frame? Couldn't it be done whenever the player uses one of the abilities?
Gotcha. If I may be so bold, I'd suggest making the "performance mode" the default; once people get the idea in their head that a mod causes performance problems, it's *very* hard to change the collective's mind. People remember and repeat bad things but if it's fixed, or there's a workaround, most won't hear about it and will just avoid it without researching. Just my two cents.
Quote from: Wispborne on February 07, 2020, 03:44:45 PMGotcha. If I may be so bold, I'd suggest making the "performance mode" the default; once people get the idea in their head that a mod causes performance problems, it's *very* hard to change the collective's mind. People remember and repeat bad things but if it's fixed, or there's a workaround, most won't hear about it and will just avoid it without researching. Just my two cents.You're entirely correct about this. I wanted to get some feedback first on the performance mode to see if it actually works and if it causes bugs or problems. If nobody reports any issues I will make it the default. It seems to have worked for AimedCanada, so that's a good sign.Thanks for your help and advice! I appreciate it, especially considering my mod is "competing" with yours.