These seemingly minor changes actually improve the clientside damage rendering performance pretty significantly.
With just over 400 damaged props, I saw around 20 FPS gain.
This performance could be improved quite a bit more, I suspect, if we could find a way to store the damaged entities in a sequential table that would allow us to for i = 1, #Damaged - but I didn't see any good way to do that.
These seemingly minor changes actually improve the clientside damage rendering performance pretty significantly.
With just over 400 damaged props, I saw around 20 FPS gain.
This performance could be improved quite a bit more, I suspect, if we could find a way to store the damaged entities in a sequential table that would allow us to
for i = 1, #Damaged
- but I didn't see any good way to do that.