Paradise
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[DNM/TM for now] Experimental revert of item pickup animations
Reverts ParadiseSS13/Paradise#18702
After profiling, it seems that every time an item is picked up, a full 2ms of CPU time is required.
Of all 11,110 calls, 8,852 of them are inside this bracket, which spans 2-4ms, meaning that approximately 80% of the calls consume 2-4ms, lets call that 3ms average.
Given how already starved we are for tick space, especially with maptick with 120 people on will eat 30ms of it, which only leaves 20ms for everything else.
Thats 20ms to fit the entire MC cycle + all verbs + topic clicks + item pickups + everything else.
I am going to be blunt here, using a full 10-20% of that small gap just on playing a little animation is not ok.
A lot of this stems from animate()
being hot garbage. In BYOND, animate()
calls are sent to all online players, largely so that if you walk into the zone, you see the glide occur properly.
Only half the usage is flick_overlay()
, the rest being overhead from animate()
.
Yeah this is a substantial improvement compared to the old
can we instead render it only to ones who seen it at the start of the grab to fix the issue?
@NethIafin I think we're better chasing an alternative method, asynchronous or client managed (and server updated) if we want to see this at all.