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Muzzle flash creating multiple stationary light sources at the distance - Performance Hit
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Description

NOTE: This was only tested in offline mode, using the help of freecam.

Apparently the new method of creating a light source at the distance is making muzzle flashes create multiple lights that won't dissapear till you get close enought to them.

It's the same type of "light" that is created with any other light source at the distance, but apparently the muzzle flash one isn't deleting itself. Each shot creates a new one.

It hurts performance bad, at least for me.

Details

Severity
Major
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
General
Steps To Reproduce

Watch yourself shoot from the distance with freecam, and notice how muzzle flash creates a stationary light source that wont delete itself till you get close enough.

Event Timeline

Lijazos created this task.Dec 12 2018, 6:32 PM
DannyDog added a subscriber: DannyDog.EditedDec 18 2018, 8:14 AM

Update on this. The distance light type (light when viewed from afar) does not delete itself when the source is deleted. It must first turn the PilotLight off then delete itself in next tick/frame.

Fix:

	void OnDeleteThis()
	{
		SetPilotLight(false); // Turn off light
		GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).Call( Delete ); // Delete object in next tick
	}
raxto added a subscriber: raxto.Dec 18 2018, 9:01 AM

I can confirm it. I was watching player shooting zombies from distance and there was same issue.