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Worm Boss Optimizations in Eternity Mode #671

@choskeli

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@choskeli

Are there optimizations that could be made to the bosses? Especially worms. A few of them cause lag when you have any other content mods enabled (TPS drops from 60 to 40-50 depending on how many other mods are enabled). This only happens when these bosses are alive and one of the 2 eternity modes is enabled. The computer this is happening on is quite powerful including a 13900KS.

For example in destroyer, could we do any of the following:

  1. Replace LINQ query in DestroyerSegment with direct iteration and early exit
  2. Add caching mechanism for destroyer reference in Probe class
  3. Optimize collision checks by using DistanceSquared instead of Distance
  4. Reduce frequency of destroyer existence checks by caching the result

Edit: After some additional testing, the bosses I'm seeing TPS issues with are:

  1. Destroyer
  2. Aquatic Scourge

Is there anything these two bosses do differently in Eternity Mode compared to the other bosses?

These others are fine:

  1. Destroyer of Gods
  2. Desert Scourge
  3. Eater of Worlds
  4. Brain of Cuthulu
  5. Moon Lord
  6. Duke Fishron
  7. Noxus
  8. Nameless Deity
  9. Other Non Worms seem fine although I had seen issues with Skeletron and Skeletron Prime on a slower (but not awful) computer

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