View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0004347||The Dark Mod||AI||public||01.07.2016 01:56||30.03.2019 18:19|
|Product Version||TDM 2.04|
|Target Version||TDM 2.04||Fixed in Version||TDM 2.04|
|Summary||0004347: Severe FPS drop near start of Penny Dreadful 3|
|Description||After the player hears the initial conversation at the start of the mission, and makes his way up to the walkway above, if he waits there until the archer (who has walked away into the distance) starts to come back toward him down the street, the FPS drops to 1 or 2 the moment the archer spots the player.|
|Tags||No tags attached.|
|related to||0004348||resolved||Distant AI entering Searching or Agitated Searching State can become frozen in place|
|related to||0004610||resolved||stgatilov||Severe slowdown and "No valid points found" spam from the hiding spot code (extremely intermittent)|
|related to||0005019||resolved||Reaction time of AI too fast when spotting player in full light|
In 2.04, I added code to find a nearby observation point when an AI joining a search couldn't reach the search origin. This code is already used to find the nearest flee point when an AI flees.
When the distance between the AI and the player is large, this code can eat up a lot of CPU cycles. Solved by limiting the number of iterations as the code searches the reachability tree to find the nearest observation point to the player.
When the player is far away and unreachable, it takes too long to find an observation point. Put a limit on the amount of searching that’s done.
||Status||new => assigned|
||Assigned To||=> grayman|
||Note Added: 0008233|
||Relationship added||related to 0004348|
||Note Added: 0008234|
||Status||assigned => resolved|
||Resolution||open => fixed|
||Fixed in Version||=> TDM 2.04|
|22.08.2017 04:36||nbohr1more||Relationship added||related to 0004610|
||Relationship added||related to 0005019|