View Single Post
  #187  
Old 12-20-2009, 10:58 PM
DustyPorViva DustyPorViva is offline
Will work for food. Maybe
DustyPorViva's Avatar
Join Date: Sep 2003
Location: Maryland, USA
Posts: 9,589
DustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond repute
Send a message via AIM to DustyPorViva Send a message via MSN to DustyPorViva
Quote:
Originally Posted by 12171217 View Post
But see, there's very little GScript in all of that. Even when you're in an area with no baddies (They're the only scripted NPCs on the GMap, at least scripted in the sense that they're a bit more complicated than drawUnderPlayer(); dontBlock(); or something), having simply players in your view creates slowdown.

I fail to see why; it's 3 polygons to render, a name to render, and a gani to parse. Both should be incredibly easy for the engine to do.
It's the same on PC. If you enter a level with a lot of players you tend to get a lot of slowdown(I actually get slowdown before players are visible on the gmap). Why exactly? I dunno, it's definitely not the rendering(though disabling nicks can help sometimes). Probably the way it processes player data(it's sending constant streams of just about all of the player's info like the x,y, all 30 attr's and such). If you could get a healthy amount of players on an UC server or the cooperation of one of the main servers, could test it by hiding all the players and seeing if it helps(if it helps a lot, it may be the rendering).

Also, I don't think the new one(which the iPhone uses) uses 3d rendering for flat images anymore.
Reply With Quote