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FindPath() Performance issues?


f13rce
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Sometimes when I try to call the NavPath->NavMesh->FindPath() function I get weird UPS issues affecting the game.

 

A basic project with just a cube with a built NavMesh gives me 700 UPS on my laptop. After calling FindPath() a few times the UPS "snaps" all the way down to ~30. It also stays solid on ~30.

 

This apparently only happens in debug mode. It does happen in release as well.

 

Way to reproduce:

  • Make a project with a simple scene.
  • Build a NavMesh for the scene
  • Create a NavPath variable and assign its navmesh to world->navmesh
  • Call FindPath() a few times

Production rate: Sometimes, just keep spamming the LMB

 

I've included my test project (in C++) simulating the bug. All you have to do is hitting any mouse button on the floor and watch the UPS go down.

Using Leadwerks Professional Edition (Beta), mainly using C++.

Windows 10 / Linux Mint, Visual Studio 2017. GPU: NVidia GeForce GTX970, CPU: Intel i7 7700K @ 4.20 GHz

Previously known as Evayr.

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  • 1 month later...

I can't produce this. Maybe it was silently fixed? I just get a constant 1000 FPS with my current private build.

My job is to make tools you love, with the features you want, and performance you can't live without.

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