Alphabetical Index
|
Tags by Size
| Find tag:
Performance
Authorship: 83% skyjake, 18% danij
View commits by groups
December 2019
2019-12-09
:
Disable visplane remapping
2019-12-09
:
Handling of missing materials
June 2019
2019-06-05
FS
|
libcore
:
Performance tuning
November 2018
2018-11-29
:
Fire the event loop more frequently
2018-11-29
Widgets
:
Tuning widget text updates
2018-11-27
GL
:
Improved draw batching
2018-11-27
GL
:
DGL batches draw calls when possible
2018-11-22
:
Manipulating and copying ServerInfos
April 2017
2017-04-29
libappfw
|
libgui
|
OpenGL
:
Drawing performance tuning
2017-04-25
DGL
:
Improved use of vertex buffers while drawing with DGL
March 2017
2017-03-09
Homepage
:
Improve front page performance by avoiding extra queries
February 2017
2017-02-26
libappfw
|
Widgets
:
Update background blur only when needed
2017-02-14
Resources
:
Cache data bundle metadata for faster startup
2017-02-14
FS
|
libcore
:
Cache ZIP metadata
2017-02-02
libcore
|
Network
:
Keep local IP addresses cached
January 2017
2017-01-21
Client
|
UI
:
Faster updating of item widgets in the package lists
2017-01-21
libappfw
|
Widgets
:
Optionally recycle children in a virtualized menu
2017-01-21
libcore
:
Checking current animation time
2017-01-21
Font
|
libgui
:
String measurement caching
2017-01-21
Atlas
|
libgui
:
Upload smaller parts of the texture atlas
November 2016
2016-11-05
Bindings
|
Client
:
Minor optimizations in input bindings
2016-11-05
All Games
|
Client
:
Various minor optimizations
2016-11-05
Doom
|
Refactor
|
Resources
:
Minor optimizations
2016-11-04
liblegacy
:
Use libcore high-performance timing
2016-11-04
All Games
:
Faster player status cvar updates
2016-11-04
Console
|
libappfw
:
Minor optimizations
2016-11-03
Client
|
Doom
:
Further minor optimizations and fine-tuning
2016-11-02
Client
:
Minor optimizations
2016-11-02
Client
|
Doom
:
Minor optimizations
2016-11-02
:
Various minor optimizations
2016-11-01
Renderer
:
Avoid repeated memory allocs during geometry writing
2016-11-01
Refactor
:
Converted material animation stages to plain structs
2016-11-01
Doom
|
libcore
|
Refactor
:
More efficient sprite definitions
October 2016
2016-10-31
Client
|
Doom
:
Further minor optimizations
2016-10-31
Client
|
Doom
:
Various minor optimizations
2016-10-30
Renderer
:
Improved sprite rendering performance
2016-10-30
Renderer
|
World
:
Improved a frequent map data lookup
2016-10-30
Renderer
:
Avoid redundant texture lookups in MaterialAnimator
2016-10-30
Definitions
|
Doom
:
Sprite def materials stored as UriValue
2016-10-30
Renderer
:
Minor optimization
2016-10-30
libcore
:
Removed unnecessary memory allocs when calculating CRC32
September 2016
2016-09-17
libgui
|
Widgets
:
Performance tuning
August 2016
2016-08-29
libappfw
:
Rasterize long text content in the background
June 2016
2016-06-26
libcore
:
Faster destroying of audiences
2016-06-19
libcore
:
Minor performance tuning
2016-06-18
libcore
:
Rule dependency tracking
2016-06-05
libcore
|
libgui
:
Various optimizations
March 2016
2016-03-31
Home
|
UI
:
Improve drawing performance by clipping widgets outside view
January 2016
2016-01-09
:
Minor optimizations
July 2015
2015-07-08
Doom
|
Optimize
:
Optimized checking of DEDRegister size
November 2014
2014-11-30
Client
|
UI
:
Reduced redundant background blurring
2014-11-02
Oculus Rift
:
Detecting connected HMDs
2014-11-02
libcore
:
Avoid unnecessary mutex locking
October 2014
2014-10-21
libappfw
|
LogWidget
:
Improved/faster log entry processing
2014-10-21
Atlas
|
libgui
:
Minor performance tuning
July 2014
2014-07-31
Client
:
Faster resizing of the view
2014-07-31
libappfw
|
UI
:
Only use blurring when Style allows
March 2014
2014-03-17
libappfw
|
libdeng2
|
libgui
|
Optimize
:
Performance and memory tuning
January 2014
2014-01-28
libdeng2
:
String memory allocation behavior in formatter
December 2013
2013-12-11
Refactor
|
Renderer
:
Retain constness in APIs; avoid redundant memory allocs
July 2013
2013-07-19
Client
|
Optimize
|
WallEdge
|
World
:
WallEdge performance optimizations
May 2013
2013-05-16
Optimize
|
Resources
:
Improved TEXTUREn lump load performance by ~14%
December 2012
2012-12-15
Optimize
:
Improved startup performance with a lot of models
September 2012
2012-09-04
libcommon
|
Optimize
:
Addressed Patch replacement related performance issues
August 2012
2012-08-12
Fixed
:
Performance issues due to logging in FR_SetFont()
April 2012
2012-04-24
Audio
:
Update sector reverbs at the start of the frame
2012-04-10
Dedicated Server
:
Conserve CPU when no clients connected
2012-04-10
Dedicated Server
:
Skip unnecessary tasks
March 2012
2012-03-06
ddstring
:
Str_Append avoids M_Calloc
2012-03-06
Added
|
String
:
Added Str append routines that don't allocate memory
January 2012
2012-01-08
Optimize
:
Improved performance of StringPool's intern mechanism
2012-01-08
Optimize
:
Improved performance of PathDirectory population
2012-01-08
Optimize
:
Improved performance of StringPool's intern mechanism
2012-01-02
conPrintf
:
Improved performance
July 2011
2011-07-24
Refactor
:
Split the string interning mechanism out of PathDirectory and into a new class named StringPool. Performance of inserting a path into the PathDirectory took a small hit in the process as the namespace hashes for each pooled string are now stored into
April 2011
2011-04-10
Refactor
:
* Reimplemented updating of Materials after an engine reset/update. The new mechanism moves all update logic into the Materials subsystem. * Resolved performance bottleneck in Materials_Prepare when detail and or shiny textures are in use.
2011-04-07
Optimize
:
Store detail texture variant specifications into a set of buckets according to their quantized contrast value. As detail specifications have only one property (i.e., the contrast value) this means that search/selection performance is now bounded to O
June 2008
2008-06-27
Optimize
:
Redesigned the way game map objects are managed in the map transfer between map loader and the engine, resulting in a ~16% performance boost in map load times.
April 2008
2008-04-06
Optimize
:
* Got rid of rendpoly_t. Whilst it was a convenient way to pass data around the renderer it was quite inflexible and was a bit of a performance bottleneck. The position and color data for rendpoly vertices are now held in parallel arrays and the rend
March 2008
2008-03-20
Fixed
:
Wrap references to sprite textures (non-translated, not psprites) with the new material_t abstract interface. Fixed a performance bottle neck in R_AllocRendPoly() (there remains more work to be done. I have to wonder whether in it's current form; it