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@wraitii testing this on a casual multiplayer game gives me that the most expensive simulation update looks to be on the component timer.update and all the handlers is has to process , maybe this will help find a way to finally find why javascript has this terrible simulation performance
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Yes that's quite expected, basically all JS computation is done in Timer::Update (the rest is OnMotionUpdate at TurnStart). If you want more precise profiling, you can adapt the code around the timer calls to know which component take time.
I ran that a few times round A24's release and Gather is taking a bit too much time, combat also, but unfortunately I don't see a very easy fix.