Difference between revisions of "Performance Problems"

17 bytes removed ,  14:03, 14 September 2007
Not so bad, after all, fixed a few links
imported>Dev akm
(new page)
 
imported>Haama
(Not so bad, after all, fixed a few links)
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== CPU-Hungry Script Functions ==
== CPU-Hungry Script Functions ==
Generally, scripts have little affect on FPS, especially compared to graphics. However, if run every frame there are a few functions that will cause a noticeable (>1) drop in FPS:
Generally, scripts have little affect on FPS, especially compared to graphics. However, if run every frame there are a few functions that will cause a noticeable (>1) drop in FPS:
# [[GetSecondsPassed]]
# [[GetNumItems]] (OBSE)
# [[GetNumItems]] (OBSE)
# [[GetInventoryObject]] (OBSE)
# [[GetInventoryObject]] (OBSE)
# [[GetFPS]] (OBSE)
# [[GetFPS]] (OBSE)
#* However, you can run this every few frames without a drop. This is most useful as an alternative to '''GetSecondsPassed''' as ((Number of frames passed) / GetFPS) approximates the amount of time passed.
#* However, you can run this every few frames without a drop. This is most useful as an alternative to '''GetSecondsPassed''' as ((Number of frames passed) / GetFPS) approximates the amount of time passed.
# GetDistance
# [[GetDistance]]
#* I have tested the others above, but not this one. However, I have seen it mentioned several times that GetDistance is a CPU heavy function, so I'm including it here.
#* I have tested the others above, but not this one. However, I have seen it mentioned several times that GetDistance is a CPU heavy function, so I'm including it here.
#*--[[User:Haama|Haama]] 17:54, 10 September 2007 (EDT)
#*--[[User:Haama|Haama]] 17:54, 10 September 2007 (EDT)
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The main problem with CPU-hungry scripts comes from Oblivion's "brick-wall" for FPS and script processing. Scripts won't touch FPS until you hit a certain limit, and then even a few extra small scripts can start dropping FPS.
The main problem with CPU-hungry scripts comes from Oblivion's "brick-wall" for FPS and script processing. Scripts won't touch FPS until you hit a certain limit, and then even a few extra small scripts can start dropping FPS.


See [[Code Optimizing]] for more details (in planning/progress).
See [[Code Optimization]] for more details (in planning/progress).


== AI Overload ==
== AI Overload ==
Anonymous user