Lag -> Framerate/FPS slowdown. - Shens
i would call it cpu-time (needed for rendering one frame) instead of "lag" -- hotbot
- I am working on updating this page now with a lot more information. --JeffLane 17:02, 31 Aug 2005 (PDT)
Server Animations The positions on the server of all the animations stored for lag compensation. Client Animations All client side animations.
Just a guess User:^Ben
I've noticed that in my mod in DoD maps when I shoot the FPS drops to ~7fps and the '3D Skybox' fills the whole graph.
This only seems to happen in some maps (In the axis spawn of that snowy map). Anyone else notice this?
Is there a page with the explanation of the texture budget too? --Bluestrike 15:10, 26 Aug 2006 (PDT)
- We really Need one!--Gear 20:43, 16 Dec 2008 (PST)
Just how expensive is the showbudget panel itself? I keep crashing while using it. --Darthkillyou 13:11, 1 May 2008 (PDT)
What is this? I'm not currently having any issue with lag, but this line in the Budget panel is significant, when when there are spikes of rendering lag (lasts a frame, but the frame rate drops from 60+ down to 10) that's also the line that jumps, instead of being 5-10 ms it jumps up to being 17+ and right after the spike there's a period of accelerated rendering (65+ FPS) as Mat ThreadedEndFrame drops down to 0-1 ms.
So what is this thread and what can be done to optimize it?
- When using multithreaded rendering the profiler aggregates some the cost of rendering under 'Mat ThreadedEndframe' instead of showing the cost under the proper subsections. (Such as Static Prop Rendering, Brush Model Rendering, etc..)
- To accurately measure costs on any given map, disable multicore rendering.