ID:171331
 
What does the Total, Average Real Time, Process Time, and all those other columns mean? What numbers should each be average to have a non-laggy efficient (in coding) game.
In general lower is better, under total it tells you how much cpu time it has used in total, average is how much cpu time each time it is called. Beyond that I use it more for going "Hey this proc is using 3x more cpu than everything else, maybe I should look at it..." Someone else can probably explain the individual aspects in a little more depths for you.
ZDarkGoku wrote:
What does the Total, Average Real Time, Process Time, and all those other columns mean? What numbers should each be average to have a non-laggy efficient (in coding) game.

One figure is the amount of time that a proc took by itself; another is the amount taken by itself and all procs that it called; another is the actual time, not game time, that it all took.

There is no set of ideal numbers, except to keep them low. If you find you're experiencing some slow spots, the profiler will generally pick that out for you. For example, if your monster AI is taking up the lion's share of CPU time, then probably it's being called too often and for too many monsters. Solutions might be any of the following:

  • Reduce the number of monsters using AI on quiet sections of the map, or have them stop altogether and wake them when a player enters the area.
  • Simplify AI. Make some monsters move in simple patterns when not in pursuit.
  • Optimize. The biggest time cruncher will probably be calls like oview(src), and any subsequent list handling you do.

    When it comes to actual lag, though, which is network delay caused by use of bandwidth, all this goes out the window. The best bet then is to look for things that change a lot of information that gets sent to the client. That would include icon manipulation, sounds, HUDs, and situations where a lot of objects are created, destroyed, or changed at once.

    Lummox JR