thanks for the profile logs.
profiling explanation
the profiling measures which code sections take how long to execcute over a 30 second period, and then outputs the results, resets itself and repeats.
it measures the total cpu time spent during the 30 seconds :
=== MyProfilerTop cpu time ===
it also measures what happens when the game lags/hangs during a frame :
1336312 === MyProfilerTop tspike (single sections causing delays/lags) ===
1336312 === MyProfilerTop tspikeframe (the summed cpu usage of all things during delay/lag-frames) ===
(first = only the sections that cause the lag, second : what is happening in total during lagframes)
it also measures memory allocations for lua and ogre(3D), but those aren't important here
1426328 === MyProfilerTop memLua allocations ===
1426328 === MyProfilerTop memOgre allocations ===
interpretation : how i'd interpret the results from the measurements you posted :
Quote:
-running in britain town -
1066312 === MyProfilerTop cpu time ===
#2 2225msec ( 33%) 2D:MainStep:MapStep
#3 1910msec ( 28%) 2D:MainStep:walk
#4 1016msec ( 15%) Walk:BlendOutLayersAbovePlayer:setvis
#5 1014msec ( 15%) MainStep:SetToolTipSubject
#6 785msec ( 11%) MainStep:Hook_HUDStep
#7 748msec ( 11%) 2D:MobileStep:UpdateMobileGfx:Build
1066312 === MyProfilerTop tspike (single sections causing delays/lags) ===
#2 594msec 2D:MainStep:walk
#3 499msec Walk:BlendOutLayersAbovePlayer:setvis
so here walking seems to have a rather high impact.
this doesn't neccessarily mean the code is wrong,
as there are a lot of objects in cities to calculate for walking.
Quote:
-walking in britain town, different path -
1846375 === MyProfilerTop cpu time ===
#2 3486msec ( 49%) 2D:MainStep:MobileStep
#3 1316msec ( 18%) 2D:MobileStep:UpdateMobileGfx:Build
#4 1092msec ( 15%) 2D:MainStep:walk
#5 1001msec ( 14%) 2D:MobileStep:UpdateMobileGfx:Clear
#6 795msec ( 11%) 2D:MainStep:MapStep
#7 592msec ( 8%) MainStep:SetToolTipSubject
#8 501msec ( 7%) Walk:BlendOutLayersAbovePlayer:setvis
1846375 === MyProfilerTop tspike (single sections causing delays/lags) ===
#2 313msec 2D:MainStep:walk
#3 298msec Walk:BlendOutLayersAbovePlayer:setvis
here MobileStep eats a lot of performance, that means loading lots of new mobile clothing/graphics and/or wait times due to the memory bandwidth to GPU being exhausted : loading all the new terrain, buildings and items could mean there's no bandwidth left for loading the mobile clothing, so there are waittimes while animating/loading them.
Walk code is also a factor, like before.
could you repeat the
-running in chairs test, 700 items -
test please ?
start when one such profile-list is printed, then run around for 30 seconds until the next profile-list is printed and paste that later list here.
also note if you have overall bad framerate, or if there are short hangs.