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virtual colliders (VirtualCyclops.CreateColliderCopy) take some time to be built (they only need to be built once then they're cached): they use reflection and graph algorithms. It takes a total of ~10ms to build the 32 different constructables that can be built at the same time when starting a game with already those placed in a cyclops. To avoid performance impact during gameplay, the caching is done during initial sync (VirtualCyclops.InitializeConstructablesCache). Added in PR Excellently improve player movements in Cyclops #2154
"Maybe we deem it not necessary at release. Or if the release candidate runs bad, we can look at these performance issues."
Suggested by @Measurity
(NB: edit this description to add more things)
The text was updated successfully, but these errors were encountered:
Describe the issue
"Maybe we deem it not necessary at release. Or if the release candidate runs bad, we can look at these performance issues."
Suggested by @Measurity
(NB: edit this description to add more things)
The text was updated successfully, but these errors were encountered: