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Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?

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#26 2017-09-28 16:12:12

Gosha
Member
From: Russia
Joined: 2015-03-15
Posts: 6,206

Re: Optimized Client Testing

destroyer123 wrote:

I'd guess there is an actual problem somewhere causing

I think it is a problem itself. There are just too many things running at 60 fps that CPU can't handle

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#27 2017-09-28 16:28:28

LukeM
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From: England
Joined: 2016-06-03
Posts: 3,009
Website

Re: Optimized Client Testing

Gosha wrote:
destroyer123 wrote:

I'd guess there is an actual problem somewhere causing

I think it is a problem itself. There are just too many things running at 60 fps that CPU can't handle

Surely the menu shouldnt be worse than the actual game, especially if you have a whole screen full of animated blocks or something

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#28 2017-09-28 17:20:30

Gosha
Member
From: Russia
Joined: 2015-03-15
Posts: 6,206

Re: Optimized Client Testing

Well,  no
Blocks are just a big image that changes every tick (which is still a bad design. But not so bad as Lobby). Blocks are not separate. They don't have event handles (when you click on blocks it is calculating your mouse position relative to the world).

Lobby on the other hand is full of ui elements, which run on unnecessarly high fps. I am not saying that this is the best fix to Lobby.  I am saying that it is very good temporary fix until new Ee client

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