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Investigating if building a runtime-"cache" can improve perfromance for bigger lists.
Theory is that the frequent use of State.LinkCache.TryResolve<> especially inside of loops causes exponentially longer runtimes.
So creating a custom "cache" that it purpose build for each loop stage should improve performance.
The text was updated successfully, but these errors were encountered:
EzioTheDeadPoet
changed the title
Investigating if building a runtime-"cache" can improve perfromance for bigger lists
Implement-"Runtime"-Build-Cache
Dec 16, 2024
This could later be expanded into making a permanent build cache that saves generated leveled lists based on their editor IDs.
This would require some way of invalidating the cache and would bring the risk of the RNG elements not being fully deterministic anymore. On the other hand IF items and lists are loaded from the cache then it would only apply for new armor and weapon mods that aren't cached yet. So the worst case would be that items that should get unique names get some already existing names generated. And similar enchantments.
Investigating if building a runtime-"cache" can improve perfromance for bigger lists.
Theory is that the frequent use of
State.LinkCache.TryResolve<>
especially inside of loops causes exponentially longer runtimes.So creating a custom "cache" that it purpose build for each loop stage should improve performance.
The text was updated successfully, but these errors were encountered: