ID:2467340
 
Resolved
A very large number of objects on a turf, especially objects with large bounds covering multiple turfs, was worse for client performance than it needed to be due to some scalability issues. Although this is obviously still a terrible idea, the scalability problems have been addressed.
BYOND Version:512
Operating System:Windows 7 Ultimate 64-bit
Web Browser:Chrome 74.0.3729.131
Applies to:Dream Seeker
Status: Resolved (512.1468)

This issue has been resolved.
Descriptive Problem Summary:

One wouldn't expect big icons to kill performance quite like they do. This is just a test to show that there's some kind of deficiency somewhere in the render/view building pipeline, and unfortunately, none of the client profiling data shows the source of this render chug:

Demo included:

http://files.byondhome.com/Ter13/Bigtest_src.zip

This demo spams 500 1024x1024 icons with matching bounds onto the map in a fixed location. Move around to see the chug in action. Notice how it gets progressively worse the closer you are to the center of the icons. Also notice how it takes upwards of 50 seconds for them to disappear even though they are destroyed just 10 seconds after creation.

This has zero effect on clients outside of the view.
Lummox JR resolved issue with message:
A very large number of objects on a turf, especially objects with large bounds covering multiple turfs, was worse for client performance than it needed to be due to some scalability issues. Although this is obviously still a terrible idea, the scalability problems have been addressed.
In response to Lummox JR
Lummox JR wrote:
Although this is obviously still a terrible idea