Open 6AKU66 opened 6 months ago
Thanks for making a ticket for this. It could be mt'd mirroring the collision detection system's approach
If "/globallos" is active then disable LoS check for units that can't cloak
This already happens but the other way around https://github.com/beyond-all-reason/spring/blob/f3ba23635e1462ae2084f10bf9ba777467d16090/rts/Sim/Misc/LosHandler.cpp#L182-L185
Thanks for making a ticket for this. It could be mt'd mirroring the collision detection system's approach
I hope you tested without additional zones SetLosStatus, CalcLosStatus, UpdateLosStatus. But just one tracyzone in void CUnitHandler::UpdateUnitLosStates(). Overwise we can be chasing for ghosts here because of high amount of overhead.
Beherith found that in 64 FFA match updateunitlosstates is pretty high (Beherith: It was eating 5-6 ms of the 16ms sim frames at 4k units with 64 teams). From myself i propose additional optimization: