Something strange I just noticed about Monster Kingdom's CPU usage: When in the outside/city area, CPU usage fluctuates around 3-6%. However, if I go inside a cave, the CPU is at a steady 0%.
This usage seems to be caused by a transparent fog effect that I have over the area, and from a few animals I have wandering about. The effect from the moving animals is definitely worse when combined with the fog effect, and the fog doesn't seem to be an issue unless movement is involved (be it the player moving, or things moving around, even out of view). This is all when running locally, so I'm not sure if the effect is from the client sided rendering dragging down the server or what. Either way, it seems odd that such simple effects would cause such a large hit to CPU usage. Using 5% CPU per player limits a server to a mere 20 players before it maxes out.
EDIT: After testing on a remotely hosted server, it seems that the issue similarly exists. Testing wasn't as thorough, but being outside uses CPU, while being in a cave uses none. So I'm not sure how tied to rendering it is.
EDIT 2: I have also changed world.fps from 30 to 60 in this update, and increased the speed at which systems ran for a hopefully smoother experience. This seems to have worked, however, I may be experiencing the same slowdown that people were complaining about. Movement still works smoothly, and at the same rate (which is what they were specifically complaining about). However, battle effects (which are screen objects) seem to move at double speed when playing on the server vs running locally.
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I've noticed this but haven't found a way to demonstrate the problem that isn't too subtle. It's definitely better than it used to be, but the problem still exists. I was actually planning to work on this problem this weekend, so I'll let you know what I find.