ID:2136565
 
BYOND Version:510
Operating System:Windows 10 Home 64-bit
Web Browser:Chrome 52.0.2743.116
Applies to:DM Language
Status: Open

Issue hasn't been assigned a status value.
Descriptive Problem Summary:
Pixel movement seems to bog down or slow down significantly when a dense number objects are on screen.

The mob shown in question is given a step_size of 4.


When does the problem NOT occur?
Large empty spaces.

Stuttering:
https://i.gyazo.com/2c088236c5605110b0d42700d1f10c86.mp4

Not-stuttering:
https://i.gyazo.com/86cf618503e310232e5fcbd74f749278.mp4
Lummox JR resolved issue (Not a bug)
The problem is actually the way the internal Move() operates when a lot of objects are on the same tile. This has been identified as an enhancement target.
What I've found is that there is either no, or maybe one object on the tiles where it stutters.
It seems to do it instead when it encounters a lot of tiles to draw on the screen (large forests, dense canyon areas) but not in empty spaces, like open rooms.
Lummox JR changed status to 'Open'
Hrm. So you're describing more of a drawing code slowdown than a server one? I'll reopen this for now, but I need some kind of test project to look into. Also we need to narrow this down to being either a server issue (Dream Daemon) or client (Dream Seeker), since it surely is not a DM Language issue.
I've paged you a link to the project used in the description. I tried to reproduce the problem in test projects, but I can't pinpoint exactly what might be causing it.
After fiddling around some more, I think it has something to do with using pixel_z offsets on turfs in iso maps. When I disabled them, pixel movement was buttery smooth.
Hmm, interesting. The pixel_z offset would tend to mark the turf as "interesting" and therefore treat it slightly differently during display. If you had several of these it would explain a lot.
That makes sense, we use pixel_z to generate our hills and uneven terrain