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Sep 10 2016, 4:37 pm
In response to Fat Albert
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Fat Albert wrote:
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I was very unaware of maptext being a performance killer, Ive been transferring many of my code to use map_text because I thought it was a more effective way of doing text, plus I had the understanding outlines might be available soon. Maptext is a performance killer. However, it is less a performance killer than one object per letter or one appearance churn per letter. |
I don't think I've noticed any significant gains in performance where maptext is concerned; I still get horrible client lag with even the slightest maptext used for something as simple as damage text. I'm on build 511.1353.
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This is quite hilarious. Every single hud item in my screenshot above is using maptext and maptext performance gets mentioned as a side topic... As for the performance comparison of maptext and obj oriented text, I can at least profile obj oriented cpu and can make a decision if its sound or not. It would be nice if I could compare the performance of maptext aswell. So I can know how its affecting the game. Also is there any terminology that is used for this or do we just call it performance delay.
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There are no extant tools to measure rendering performance on the client. (Oh my how the feature request side topics stack up! ^_^)
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