Re: [Warzone-dev] Profiling results

2009-05-23 Thread Christian Ohm
On Saturday, 23 May 2009 at 21:51, Christian Ohm wrote: > After the first hour, the profile looked like: > 16% openal sound mixing > 6% path finding > ... > After the second hour, the pathfinding topped the list by far. Last one for today: To see if this was the result of the camera position, I di

Re: [Warzone-dev] Profiling results

2009-05-23 Thread Christian Ohm
I also did some more testing with the OpenALsoft versions from 1.0 to 1.7. A driver lockup ate the exact results, but it looked somewhat like this: 1.0 ~22% 1.1 ~22% 1.2 ~22% 1.3 ~11% 1.4 ~13% 1.5 ~15% 1.6 ~44% 1.7 ~51% So 1.3 was the best, 1.4 and 1.5 got a bit worse, and 1.6 and 1.7 got a lot w

Re: [Warzone-dev] Profiling results (includes crashdump)

2009-05-23 Thread Dennis Schridde
Am Samstag, 23. Mai 2009 19:00:27 schrieb bugs buggy: > This is with release build, same map, autogame, and at position 4 > again. ~15 mins before I quit the game: > Pathfinding is still the colossal giant. Could it be that this depends on the compiler and its ability to optimise? --DevU signat

Re: [Warzone-dev] Profiling results (includes crashdump)

2009-05-23 Thread bugs buggy
On 5/23/09, Per Inge Mathisen wrote: > On Sat, May 23, 2009 at 4:04 PM, Christian Ohm wrote: > > This is from an optimized build (CFLAGS="-g -O2"), so fpathCompare and > > fpathOpenGet are inlined. I didn't get to 30 minutes though, it crashed > after > > ~10 minutes (crashdump attached, auto

Re: [Warzone-dev] Profiling results (includes crashdump)

2009-05-23 Thread bugs buggy
On 5/23/09, Christian Ohm wrote: > After reading the IRC logs I did a test run with various OpenAL-soft versions > (compiled from source with the default settings via "cmake .&& make"), and > while 1.5 didn't seem quite as bad as the others, the results are: > > samples %linenr info

Re: [Warzone-dev] Profiling results (includes crashdump)

2009-05-23 Thread Per Inge Mathisen
On Sat, May 23, 2009 at 4:04 PM, Christian Ohm wrote: > This is from an optimized build (CFLAGS="-g -O2"), so fpathCompare and > fpathOpenGet are inlined. I didn't get to 30 minutes though, it crashed after > ~10 minutes (crashdump attached, autogame on ziggurat, with demomode to > simulate playin