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Performance

Authorship: 83% skyjake, 18% danij

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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