LUA and the CPU bottleneck
w0dk4
Join Date: 2008-04-22 Member: 64129Members, Constellation, Reinforced - Shadow
I know, it's another performance topic but it's not to flame the developers.
Seeing that the LUA garbage collector takes up to 10msec per frame on my rig, I was wondering what is being done to adress the fundamental CPU bottleneck issue?
I mean, there is no way it will get fixed by doing minor/medium optimizations to all the different systems when it is quite clear (I might be wrong) that the all-gameplay-in-lua method is a performance killer.
Im especially interested concerning the server (how will the server code ever run smooth with LUA garbage collection?) - btw. is there a profiling function for the server as there is for the client?
In any way, I'd love to have some sort of pre-post mortem about your decision of going all-in on LUA as I'm also thinking about creating an engine.
Seeing that the LUA garbage collector takes up to 10msec per frame on my rig, I was wondering what is being done to adress the fundamental CPU bottleneck issue?
I mean, there is no way it will get fixed by doing minor/medium optimizations to all the different systems when it is quite clear (I might be wrong) that the all-gameplay-in-lua method is a performance killer.
Im especially interested concerning the server (how will the server code ever run smooth with LUA garbage collection?) - btw. is there a profiling function for the server as there is for the client?
In any way, I'd love to have some sort of pre-post mortem about your decision of going all-in on LUA as I'm also thinking about creating an engine.
Comments
TAB opens a "console" window, but I cannot use it in any way..
/ohh nevermind, you have to press the console key in the console window... -.-
Despite better multithreading. Doesn't seem to use all CPUS very well.