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Avorion r7852 low fps, stutter during battles

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Mar 28th, 2017
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  1. Performance: [ void Server::update(float): 75.215 ms; 100% ]
  2. [ void Galaxy::update(float): 42.043 ms; 55.9% ]
  3. [ void Galaxy::updateSectors(float): 41.899 ms; 55.7% ]
  4. [ void Galaxy::updateJumpingEntities(): 0.105 ms; 0.1% ]
  5. [ void Galaxy::updateWormHoleResults(): 0.008 ms; 0% ]
  6. [ void Galaxy::updateEntityTransfers(): 0.005 ms; 0% ]
  7. [ MessageServer update: 0.39 ms; 0.5% ]
  8. [ void Server::updatePlayerCommunicators(float): 0.239 ms; 0.3% ]
  9. [ void SectorDatabase::update(): 0.015 ms; 0% ]
  10. [ void FactionDatabase::update(float): 0.013 ms; 0% ]
  11.  
  12. ########################################################
  13. Profiling stats for sector (-155:-61) (1 players, 566 entities):
  14. Scene (-155:-61):
  15. Entities: 566, awake: 318
  16. Ship: 2
  17. Turret: 53
  18. Wreckage: 347
  19. Loot: 164
  20. ---# Last 20 long frames: #---
  21. [ root: 92.695 ms; 100% ]
  22. [ virtual void Sector::update(float): 92.688 ms; 100% ]
  23. [ virtual void Scene::updateComponents(float): 73.84 ms; 79.7% ]
  24. [ Physics: 20.777 ms; 22.4% ]
  25. [ Weapons: 14.654 ms; 15.8% ]
  26. [ Turret: 9.255 ms; 10% ]
  27. [ EnergySystem: 3.259 ms; 3.5% ]
  28. [ LootPhysics: 3.051 ms; 3.3% ]
  29. [ virtual void Scene::updateShotCollision(float): 17.744 ms; 19.1% ]
  30. [ virtual void Scene::updateCollision(float): 0.921 ms; 1% ]
  31. [ virtual void Scene::updateShots(float): 0.076 ms; 0.1% ]
  32. [ virtual void Sector::updateFactions(float): 0.063 ms; 0.1% ]
  33.  
  34. [ root: 670.064 ms; 100% ]
  35. [ virtual void Sector::update(float): 670.056 ms; 100% ]
  36. [ virtual void Scene::updateComponents(float): 114.569 ms; 17.1% ]
  37. [ Physics: 33.717 ms; 5% ]
  38. [ Weapons: 24.208 ms; 3.6% ]
  39. [ EnergySystem: 12.181 ms; 1.8% ]
  40. [ Turret: 8.915 ms; 1.3% ]
  41. [ LootPhysics: 3.94 ms; 0.6% ]
  42. [ virtual void Scene::updateShotCollision(float): 35.957 ms; 5.4% ]
  43. [ virtual void Scene::updateCollision(float): 1.003 ms; 0.1% ]
  44. [ virtual void Sector::updateFactions(float): 0.063 ms; 0% ]
  45. [ virtual void Scene::updateShots(float): 0.062 ms; 0% ]
  46.  
  47. [ root: 859.636 ms; 100% ]
  48. [ virtual void Sector::update(float): 859.629 ms; 100% ]
  49. [ virtual void Scene::updateShotCollision(float): 846.669 ms; 98.5% ]
  50. [ virtual void Scene::updateComponents(float): 11.882 ms; 1.4% ]
  51. [ Physics: 3.278 ms; 0.4% ]
  52. [ Weapons: 2.446 ms; 0.3% ]
  53. [ Turret: 1.844 ms; 0.2% ]
  54. [ EnergySystem: 0.504 ms; 0.1% ]
  55. [ ShipAI: 0.3 ms; 0% ]
  56. [ virtual void Scene::updateCollision(float): 0.939 ms; 0.1% ]
  57. [ virtual void Sector::updateFactions(float): 0.066 ms; 0% ]
  58. [ virtual void Scene::updateShots(float): 0.03 ms; 0% ]
  59.  
  60. [ root: 78.796 ms; 100% ]
  61. [ virtual void Sector::update(float): 78.789 ms; 100% ]
  62. [ void Sector::update() broadcast updates: 70.509 ms; 89.5% ]
  63. [ virtual void Scene::updateComponents(float): 5.048 ms; 6.4% ]
  64. [ Physics: 1.572 ms; 2% ]
  65. [ Turret: 1.002 ms; 1.3% ]
  66. [ EnergySystem: 0.291 ms; 0.4% ]
  67. [ LootPhysics: 0.225 ms; 0.3% ]
  68. [ Weapons: 0.188 ms; 0.2% ]
  69. [ virtual void Scene::updateShotCollision(float): 2.144 ms; 2.7% ]
  70. [ virtual void Scene::updateCollision(float): 0.944 ms; 1.2% ]
  71. [ virtual void Sector::updateFactions(float): 0.064 ms; 0.1% ]
  72.  
  73. [ root: 61.917 ms; 100% ]
  74. [ virtual void Sector::update(float): 61.91 ms; 100% ]
  75. [ virtual void Scene::updateComponents(float): 47.551 ms; 76.8% ]
  76. [ Physics: 12.163 ms; 19.6% ]
  77. [ Weapons: 8.712 ms; 14.1% ]
  78. [ Turret: 8.011 ms; 12.9% ]
  79. [ LootPhysics: 1.882 ms; 3% ]
  80. [ EnergySystem: 1.792 ms; 2.9% ]
  81. [ virtual void Scene::updateShotCollision(float): 13.135 ms; 21.2% ]
  82. [ virtual void Scene::updateCollision(float): 0.957 ms; 1.5% ]
  83. [ virtual void Scene::updateShots(float): 0.073 ms; 0.1% ]
  84. [ virtual void Sector::updateFactions(float): 0.065 ms; 0.1% ]
  85.  
  86. [ root: 381.865 ms; 100% ]
  87. [ virtual void Sector::update(float): 381.857 ms; 100% ]
  88. [ virtual void Scene::updateComponents(float): 349.529 ms; 91.5% ]
  89. [ Physics: 92.888 ms; 24.3% ]
  90. [ Weapons: 63.493 ms; 16.6% ]
  91. [ Turret: 43.224 ms; 11.3% ]
  92. [ Turrets: 21.336 ms; 5.6% ]
  93. [ LootPhysics: 13.452 ms; 3.5% ]
  94. [ virtual void Scene::updateShotCollision(float): 29.258 ms; 7.7% ]
  95. [ virtual void Scene::updateCollision(float): 1.067 ms; 0.3% ]
  96. [ virtual void Scene::updateShots(float): 0.153 ms; 0% ]
  97. [ virtual void Sector::updateFactions(float): 0.061 ms; 0% ]
  98.  
  99. [ root: 2573.42 ms; 100% ]
  100. [ virtual void Sector::update(float): 2573.42 ms; 100% ]
  101. [ virtual void Scene::updateShotCollision(float): 2518.09 ms; 97.8% ]
  102. [ virtual void Scene::updateComponents(float): 54.088 ms; 2.1% ]
  103. [ Physics: 14.906 ms; 0.6% ]
  104. [ Turret: 7.812 ms; 0.3% ]
  105. [ Weapons: 7.459 ms; 0.3% ]
  106. [ LootPhysics: 2.76 ms; 0.1% ]
  107. [ EnergySystem: 2.242 ms; 0.1% ]
  108. [ virtual void Scene::updateCollision(float): 1.086 ms; 0% ]
  109. [ virtual void Sector::updateFactions(float): 0.061 ms; 0% ]
  110. [ virtual void Scene::updateShots(float): 0.046 ms; 0% ]
  111.  
  112. [ root: 472.262 ms; 100% ]
  113. [ virtual void Sector::update(float): 472.255 ms; 100% ]
  114. [ virtual void Scene::updateShotCollision(float): 358.751 ms; 76% ]
  115. [ void Sector::update() broadcast updates: 79.781 ms; 16.9% ]
  116. [ virtual void Scene::updateComponents(float): 31.526 ms; 6.7% ]
  117. [ Physics: 7.646 ms; 1.6% ]
  118. [ Deferred components: 4.768 ms; 1% ]
  119. [ DeletionTimer: 2.715 ms; 0.6% ]
  120. [ TurretAI: 0.705 ms; 0.1% ]
  121. [ CrewPayday: 0.12 ms; 0% ]
  122. [ CraftDecay: 0.029 ms; 0% ]
  123. [ Hangar: 0.01 ms; 0% ]
  124. [ Turret: 4.314 ms; 0.9% ]
  125. [ Weapons: 3.689 ms; 0.8% ]
  126. [ EnergySystem: 1.268 ms; 0.3% ]
  127. [ virtual void Scene::updateCollision(float): 2.023 ms; 0.4% ]
  128. [ virtual void Scene::updateShots(float): 0.063 ms; 0% ]
  129.  
  130. [ root: 237.09 ms; 100% ]
  131. [ virtual void Sector::update(float): 237.083 ms; 100% ]
  132. [ virtual void Scene::updateShotCollision(float): 187.873 ms; 79.2% ]
  133. [ virtual void Scene::updateComponents(float): 47.698 ms; 20.1% ]
  134. [ Physics: 17.815 ms; 7.5% ]
  135. [ Weapons: 7.406 ms; 3.1% ]
  136. [ Turret: 6.026 ms; 2.5% ]
  137. [ EnergySystem: 1.638 ms; 0.7% ]
  138. [ ControlUnit: 1.586 ms; 0.7% ]
  139. [ virtual void Scene::updateCollision(float): 1.348 ms; 0.6% ]
  140. [ virtual void Sector::updateFactions(float): 0.067 ms; 0% ]
  141. [ virtual void Scene::updateShots(float): 0.051 ms; 0% ]
  142.  
  143. [ root: 316.421 ms; 100% ]
  144. [ virtual void Sector::update(float): 316.415 ms; 100% ]
  145. [ virtual void Scene::updateShotCollision(float): 304.009 ms; 96.1% ]
  146. [ virtual void Scene::updateComponents(float): 10.682 ms; 3.4% ]
  147. [ Physics: 3.076 ms; 1% ]
  148. [ Turret: 1.938 ms; 0.6% ]
  149. [ Weapons: 1.158 ms; 0.4% ]
  150. [ ShipAI: 0.541 ms; 0.2% ]
  151. [ EnergySystem: 0.508 ms; 0.2% ]
  152. [ virtual void Scene::updateCollision(float): 1.544 ms; 0.5% ]
  153. [ virtual void Sector::updateFactions(float): 0.066 ms; 0% ]
  154. [ virtual void Scene::updateShots(float): 0.044 ms; 0% ]
  155.  
  156. [ root: 72.024 ms; 100% ]
  157. [ virtual void Sector::update(float): 72.017 ms; 100% ]
  158. [ virtual void Scene::updateShotCollision(float): 60 ms; 83.3% ]
  159. [ virtual void Scene::updateComponents(float): 10.451 ms; 14.5% ]
  160. [ Physics: 2.903 ms; 4% ]
  161. [ Turret: 1.758 ms; 2.4% ]
  162. [ Weapons: 1.596 ms; 2.2% ]
  163. [ EnergySystem: 0.466 ms; 0.6% ]
  164. [ Turrets: 0.359 ms; 0.5% ]
  165. [ virtual void Scene::updateCollision(float): 1.419 ms; 2% ]
  166. [ virtual void Sector::updateFactions(float): 0.066 ms; 0.1% ]
  167. [ virtual void Scene::updateShots(float): 0.037 ms; 0.1% ]
  168.  
  169. [ root: 66.654 ms; 100% ]
  170. [ virtual void Sector::update(float): 66.647 ms; 100% ]
  171. [ virtual void Scene::updateShotCollision(float): 49.315 ms; 74% ]
  172. [ virtual void Scene::updateComponents(float): 14.789 ms; 22.2% ]
  173. [ Weapons: 4.068 ms; 6.1% ]
  174. [ Physics: 3.074 ms; 4.6% ]
  175. [ Turret: 1.823 ms; 2.7% ]
  176. [ Deferred components: 1.355 ms; 2% ]
  177. [ TurretAI: 0.972 ms; 1.5% ]
  178. [ Hangar: 0.01 ms; 0% ]
  179. [ : 0.001 ms; 0% ]
  180. [ EnergySystem: 0.551 ms; 0.8% ]
  181. [ virtual void Scene::updateCollision(float): 2.393 ms; 3.6% ]
  182. [ virtual void Sector::updateFactions(float): 0.064 ms; 0.1% ]
  183. [ virtual void Scene::updateShots(float): 0.041 ms; 0.1% ]
  184.  
  185. [ root: 82.848 ms; 100% ]
  186. [ virtual void Sector::update(float): 82.841 ms; 100% ]
  187. [ virtual void Scene::updateComponents(float): 54.566 ms; 65.9% ]
  188. [ Weapons: 12.651 ms; 15.3% ]
  189. [ Physics: 12.404 ms; 15% ]
  190. [ Turret: 7.632 ms; 9.2% ]
  191. [ EnergySystem: 1.951 ms; 2.4% ]
  192. [ LootPhysics: 1.723 ms; 2.1% ]
  193. [ virtual void Scene::updateShotCollision(float): 24.052 ms; 29% ]
  194. [ virtual void Scene::updateCollision(float): 4.028 ms; 4.9% ]
  195. [ virtual void Scene::updateShots(float): 0.085 ms; 0.1% ]
  196. [ virtual void Sector::updateFactions(float): 0.067 ms; 0.1% ]
  197.  
  198. [ root: 404.405 ms; 100% ]
  199. [ virtual void Sector::update(float): 404.398 ms; 100% ]
  200. [ virtual void Scene::updateShotCollision(float): 212.064 ms; 52.4% ]
  201. [ virtual void Scene::updateComponents(float): 157.052 ms; 38.8% ]
  202. [ Physics: 34.391 ms; 8.5% ]
  203. [ Weapons: 33.061 ms; 8.2% ]
  204. [ Turret: 32.252 ms; 8% ]
  205. [ LootPhysics: 6.18 ms; 1.5% ]
  206. [ EnergySystem: 5.444 ms; 1.3% ]
  207. [ virtual void Scene::updateCollision(float): 2.62 ms; 0.6% ]
  208. [ virtual void Scene::updateShots(float): 0.086 ms; 0% ]
  209. [ virtual void Sector::updateDeferred(GameScript&, float): 0.078 ms; 0% ]
  210.  
  211. [ root: 1185.77 ms; 100% ]
  212. [ virtual void Sector::update(float): 1185.76 ms; 100% ]
  213. [ virtual void Scene::updateShotCollision(float): 1100.2 ms; 92.8% ]
  214. [ virtual void Scene::updateComponents(float): 82.908 ms; 7% ]
  215. [ Weapons: 19.648 ms; 1.7% ]
  216. [ Physics: 19.55 ms; 1.6% ]
  217. [ Turret: 11.123 ms; 0.9% ]
  218. [ ControlUnit: 3.297 ms; 0.3% ]
  219. [ LootPhysics: 3.19 ms; 0.3% ]
  220. [ virtual void Scene::updateCollision(float): 1.505 ms; 0.1% ]
  221. [ virtual void Scene::updateShots(float): 0.121 ms; 0% ]
  222. [ virtual void Sector::updateFactions(float): 0.068 ms; 0% ]
  223.  
  224. [ root: 641.897 ms; 100% ]
  225. [ virtual void Sector::update(float): 641.89 ms; 100% ]
  226. [ virtual void Scene::updateShotCollision(float): 430.7 ms; 67.1% ]
  227. [ virtual void Scene::updateComponents(float): 163.779 ms; 25.5% ]
  228. [ Weapons: 39.085 ms; 6.1% ]
  229. [ Physics: 37.062 ms; 5.8% ]
  230. [ Turret: 27.758 ms; 4.3% ]
  231. [ LootPhysics: 5.896 ms; 0.9% ]
  232. [ EnergySystem: 5.686 ms; 0.9% ]
  233. [ virtual void Scene::updateCollision(float): 47.186 ms; 7.4% ]
  234. [ virtual void Scene::updateShots(float): 0.105 ms; 0% ]
  235. [ virtual void Sector::updateFactions(float): 0.063 ms; 0% ]
  236.  
  237. [ root: 1252.88 ms; 100% ]
  238. [ virtual void Sector::update(float): 1252.88 ms; 100% ]
  239. [ virtual void Scene::updateShotCollision(float): 1195.04 ms; 95.4% ]
  240. [ virtual void Scene::updateComponents(float): 54.56 ms; 4.4% ]
  241. [ Weapons: 20.012 ms; 1.6% ]
  242. [ Physics: 9.65 ms; 0.8% ]
  243. [ Turret: 6.993 ms; 0.6% ]
  244. [ LootPhysics: 1.828 ms; 0.1% ]
  245. [ EnergySystem: 1.67 ms; 0.1% ]
  246. [ virtual void Scene::updateCollision(float): 3.115 ms; 0.2% ]
  247. [ virtual void Sector::updateFactions(float): 0.066 ms; 0% ]
  248. [ virtual void Scene::updateShots(float): 0.05 ms; 0% ]
  249.  
  250. [ root: 332.342 ms; 100% ]
  251. [ virtual void Sector::update(float): 332.333 ms; 100% ]
  252. [ virtual void Scene::updateShotCollision(float): 273.15 ms; 82.2% ]
  253. [ void Sector::update() broadcast updates: 47.144 ms; 14.2% ]
  254. [ virtual void Scene::updateComponents(float): 10.571 ms; 3.2% ]
  255. [ Physics: 2.832 ms; 0.9% ]
  256. [ Turret: 1.847 ms; 0.6% ]
  257. [ Weapons: 1.55 ms; 0.5% ]
  258. [ EnergySystem: 0.546 ms; 0.2% ]
  259. [ ShipAI: 0.405 ms; 0.1% ]
  260. [ virtual void Scene::updateCollision(float): 1.293 ms; 0.4% ]
  261. [ virtual void Sector::updateFactions(float): 0.071 ms; 0% ]
  262.  
  263. [ root: 56.799 ms; 100% ]
  264. [ virtual void Sector::update(float): 56.79 ms; 100% ]
  265. [ virtual void Scene::updateShotCollision(float): 45.026 ms; 79.3% ]
  266. [ virtual void Scene::updateComponents(float): 10.399 ms; 18.3% ]
  267. [ Physics: 2.728 ms; 4.8% ]
  268. [ Turret: 1.942 ms; 3.4% ]
  269. [ Weapons: 1.527 ms; 2.7% ]
  270. [ EnergySystem: 0.505 ms; 0.9% ]
  271. [ ShipAI: 0.339 ms; 0.6% ]
  272. [ virtual void Scene::updateCollision(float): 1.214 ms; 2.1% ]
  273. [ virtual void Sector::updateFactions(float): 0.071 ms; 0.1% ]
  274. [ virtual void Scene::updateShots(float): 0.032 ms; 0.1% ]
  275.  
  276. [ root: 65.602 ms; 100% ]
  277. [ virtual void Sector::update(float): 65.593 ms; 100% ]
  278. [ virtual void Scene::updateShotCollision(float): 52.445 ms; 79.9% ]
  279. [ virtual void Scene::updateComponents(float): 11.821 ms; 18% ]
  280. [ Physics: 2.865 ms; 4.4% ]
  281. [ Weapons: 2.378 ms; 3.6% ]
  282. [ Turret: 1.73 ms; 2.6% ]
  283. [ ControlUnit: 0.781 ms; 1.2% ]
  284. [ EnergySystem: 0.472 ms; 0.7% ]
  285. [ virtual void Scene::updateCollision(float): 1.16 ms; 1.8% ]
  286. [ virtual void Sector::updateFactions(float): 0.071 ms; 0.1% ]
  287. [ virtual void Scene::updateShots(float): 0.05 ms; 0.1% ]
  288.  
  289. ---# All last 20 frames: #---
  290. [ root: 13.398 ms; 100% ]
  291. [ virtual void Sector::update(float): 13.39 ms; 99.9% ]
  292. [ virtual void Scene::updateComponents(float): 9.368 ms; 69.9% ]
  293. [ Physics: 2.987 ms; 22.3% ]
  294. [ Weapons: 1.438 ms; 10.7% ]
  295. [ Turret: 0.699 ms; 5.2% ]
  296. [ EnergySystem: 0.472 ms; 3.5% ]
  297. [ ControlUnit: 0.397 ms; 3% ]
  298. [ virtual void Scene::updateShotCollision(float): 3.02 ms; 22.5% ]
  299. [ virtual void Scene::updateCollision(float): 0.814 ms; 6.1% ]
  300. [ virtual void Sector::updateFactions(float): 0.13 ms; 1% ]
  301. [ virtual void Scene::updateShots(float): 0.022 ms; 0.2% ]
  302.  
  303. [ root: 13.4 ms; 100% ]
  304. [ virtual void Sector::update(float): 13.393 ms; 99.9% ]
  305. [ virtual void Scene::updateComponents(float): 9.792 ms; 73.1% ]
  306. [ Physics: 2.944 ms; 22% ]
  307. [ Weapons: 1.478 ms; 11% ]
  308. [ Deferred components: 0.853 ms; 6.4% ]
  309. [ CrewBehaviour: 0.178 ms; 1.3% ]
  310. [ TurretAI: 0.171 ms; 1.3% ]
  311. [ DamageContributors: 0.099 ms; 0.7% ]
  312. [ Turret: 0.702 ms; 5.2% ]
  313. [ EnergySystem: 0.453 ms; 3.4% ]
  314. [ virtual void Scene::updateShotCollision(float): 2.576 ms; 19.2% ]
  315. [ virtual void Scene::updateCollision(float): 0.826 ms; 6.2% ]
  316. [ virtual void Sector::updateFactions(float): 0.061 ms; 0.5% ]
  317. [ virtual void Sector::updateDeferred(GameScript&, float): 0.052 ms; 0.4% ]
  318.  
  319. [ root: 13.8 ms; 100% ]
  320. [ virtual void Sector::update(float): 13.792 ms; 99.9% ]
  321. [ virtual void Scene::updateComponents(float): 9.915 ms; 71.8% ]
  322. [ Physics: 3.3 ms; 23.9% ]
  323. [ Weapons: 1.64 ms; 11.9% ]
  324. [ Turret: 0.675 ms; 4.9% ]
  325. [ EnergySystem: 0.551 ms; 4% ]
  326. [ LootPhysics: 0.549 ms; 4% ]
  327. [ virtual void Scene::updateShotCollision(float): 2.869 ms; 20.8% ]
  328. [ virtual void Scene::updateCollision(float): 0.88 ms; 6.4% ]
  329. [ virtual void Sector::updateFactions(float): 0.065 ms; 0.5% ]
  330. [ virtual void Scene::updateShots(float): 0.025 ms; 0.2% ]
  331.  
  332. [ root: 16.27 ms; 100% ]
  333. [ virtual void Sector::update(float): 16.262 ms; 100% ]
  334. [ virtual void Scene::updateComponents(float): 11.143 ms; 68.5% ]
  335. [ Physics: 3.29 ms; 20.2% ]
  336. [ Weapons: 1.87 ms; 11.5% ]
  337. [ LootPhysics: 1.001 ms; 6.2% ]
  338. [ Turret: 0.697 ms; 4.3% ]
  339. [ ControlUnit: 0.558 ms; 3.4% ]
  340. [ virtual void Scene::updateShotCollision(float): 3.862 ms; 23.7% ]
  341. [ virtual void Scene::updateCollision(float): 0.83 ms; 5.1% ]
  342. [ virtual void Sector::updateFactions(float): 0.065 ms; 0.4% ]
  343. [ virtual void Scene::updateShots(float): 0.023 ms; 0.1% ]
  344.  
  345. [ root: 12.982 ms; 100% ]
  346. [ virtual void Sector::update(float): 12.974 ms; 99.9% ]
  347. [ virtual void Scene::updateComponents(float): 9.505 ms; 73.2% ]
  348. [ Physics: 3.34 ms; 25.7% ]
  349. [ Weapons: 1.352 ms; 10.4% ]
  350. [ Turret: 0.692 ms; 5.3% ]
  351. [ EnergySystem: 0.592 ms; 4.6% ]
  352. [ Turrets: 0.349 ms; 2.7% ]
  353. [ virtual void Scene::updateShotCollision(float): 2.446 ms; 18.8% ]
  354. [ virtual void Scene::updateCollision(float): 0.885 ms; 6.8% ]
  355. [ virtual void Sector::updateFactions(float): 0.066 ms; 0.5% ]
  356. [ virtual void Scene::updateShots(float): 0.026 ms; 0.2% ]
  357.  
  358. [ root: 15.371 ms; 100% ]
  359. [ virtual void Sector::update(float): 15.363 ms; 99.9% ]
  360. [ virtual void Scene::updateComponents(float): 10.026 ms; 65.2% ]
  361. [ Physics: 3.189 ms; 20.7% ]
  362. [ Weapons: 1.602 ms; 10.4% ]
  363. [ Turret: 0.7 ms; 4.6% ]
  364. [ LootPhysics: 0.551 ms; 3.6% ]
  365. [ EnergySystem: 0.499 ms; 3.2% ]
  366. [ virtual void Scene::updateShotCollision(float): 4.377 ms; 28.5% ]
  367. [ virtual void Scene::updateCollision(float): 0.832 ms; 5.4% ]
  368. [ virtual void Sector::updateFactions(float): 0.063 ms; 0.4% ]
  369. [ virtual void Scene::updateShots(float): 0.023 ms; 0.2% ]
  370.  
  371. [ root: 13.689 ms; 100% ]
  372. [ virtual void Sector::update(float): 13.682 ms; 100% ]
  373. [ virtual void Scene::updateComponents(float): 10.025 ms; 73.2% ]
  374. [ Physics: 3.163 ms; 23.1% ]
  375. [ Weapons: 1.281 ms; 9.4% ]
  376. [ Turret: 0.702 ms; 5.1% ]
  377. [ EnergySystem: 0.516 ms; 3.8% ]
  378. [ LootPhysics: 0.406 ms; 3% ]
  379. [ virtual void Scene::updateShotCollision(float): 2.704 ms; 19.8% ]
  380. [ virtual void Scene::updateCollision(float): 0.828 ms; 6% ]
  381. [ virtual void Sector::updateFactions(float): 0.063 ms; 0.5% ]
  382. [ virtual void Scene::updateShots(float): 0.026 ms; 0.2% ]
  383.  
  384. [ root: 13.074 ms; 100% ]
  385. [ virtual void Sector::update(float): 13.068 ms; 100% ]
  386. [ virtual void Scene::updateComponents(float): 9.039 ms; 69.1% ]
  387. [ Physics: 2.905 ms; 22.2% ]
  388. [ Weapons: 1.646 ms; 12.6% ]
  389. [ Turret: 0.685 ms; 5.2% ]
  390. [ EnergySystem: 0.473 ms; 3.6% ]
  391. [ LootPhysics: 0.306 ms; 2.3% ]
  392. [ virtual void Scene::updateShotCollision(float): 3.103 ms; 23.7% ]
  393. [ virtual void Scene::updateCollision(float): 0.804 ms; 6.2% ]
  394. [ virtual void Sector::updateFactions(float): 0.061 ms; 0.5% ]
  395. [ virtual void Scene::updateShots(float): 0.024 ms; 0.2% ]
  396.  
  397. [ root: 14.271 ms; 100% ]
  398. [ virtual void Sector::update(float): 14.262 ms; 99.9% ]
  399. [ virtual void Scene::updateComponents(float): 9.684 ms; 67.9% ]
  400. [ Physics: 3.222 ms; 22.6% ]
  401. [ Weapons: 1.663 ms; 11.7% ]
  402. [ Turret: 0.761 ms; 5.3% ]
  403. [ EnergySystem: 0.512 ms; 3.6% ]
  404. [ LootPhysics: 0.291 ms; 2% ]
  405. [ virtual void Scene::updateShotCollision(float): 3.573 ms; 25% ]
  406. [ virtual void Scene::updateCollision(float): 0.871 ms; 6.1% ]
  407. [ virtual void Sector::updateFactions(float): 0.066 ms; 0.5% ]
  408. [ virtual void Scene::updateShots(float): 0.025 ms; 0.2% ]
  409.  
  410. [ root: 14.965 ms; 100% ]
  411. [ virtual void Sector::update(float): 14.957 ms; 99.9% ]
  412. [ virtual void Scene::updateComponents(float): 9.822 ms; 65.6% ]
  413. [ Physics: 3.241 ms; 21.7% ]
  414. [ Weapons: 1.372 ms; 9.2% ]
  415. [ Turret: 0.689 ms; 4.6% ]
  416. [ EnergySystem: 0.502 ms; 3.4% ]
  417. [ LootPhysics: 0.301 ms; 2% ]
  418. [ virtual void Scene::updateShotCollision(float): 4.161 ms; 27.8% ]
  419. [ virtual void Scene::updateCollision(float): 0.849 ms; 5.7% ]
  420. [ virtual void Sector::updateFactions(float): 0.065 ms; 0.4% ]
  421. [ virtual void Scene::updateShots(float): 0.022 ms; 0.1% ]
  422.  
  423. [ root: 11.163 ms; 100% ]
  424. [ virtual void Sector::update(float): 11.156 ms; 99.9% ]
  425. [ virtual void Scene::updateComponents(float): 9.103 ms; 81.5% ]
  426. [ Physics: 3.04 ms; 27.2% ]
  427. [ Weapons: 1.43 ms; 12.8% ]
  428. [ Turret: 0.728 ms; 6.5% ]
  429. [ EnergySystem: 0.46 ms; 4.1% ]
  430. [ LootPhysics: 0.348 ms; 3.1% ]
  431. [ virtual void Scene::updateShotCollision(float): 1.136 ms; 10.2% ]
  432. [ virtual void Scene::updateCollision(float): 0.797 ms; 7.1% ]
  433. [ virtual void Sector::updateFactions(float): 0.061 ms; 0.5% ]
  434. [ virtual void Scene::updateShots(float): 0.025 ms; 0.2% ]
  435.  
  436. [ root: 15.348 ms; 100% ]
  437. [ virtual void Sector::update(float): 15.341 ms; 100% ]
  438. [ virtual void Scene::updateComponents(float): 9.716 ms; 63.3% ]
  439. [ Physics: 2.928 ms; 19.1% ]
  440. [ Weapons: 1.619 ms; 10.5% ]
  441. [ Turret: 0.667 ms; 4.3% ]
  442. [ EnergySystem: 0.477 ms; 3.1% ]
  443. [ Deferred components: 0.468 ms; 3% ]
  444. [ TurretAI: 0.201 ms; 1.3% ]
  445. [ virtual void Scene::updateShotCollision(float): 4.595 ms; 29.9% ]
  446. [ virtual void Scene::updateCollision(float): 0.898 ms; 5.8% ]
  447. [ virtual void Sector::updateFactions(float): 0.062 ms; 0.4% ]
  448. [ virtual void Scene::updateShots(float): 0.02 ms; 0.1% ]
  449.  
  450. [ root: 12.101 ms; 100% ]
  451. [ virtual void Sector::update(float): 12.094 ms; 99.9% ]
  452. [ virtual void Scene::updateComponents(float): 9.939 ms; 82.1% ]
  453. [ Physics: 3.242 ms; 26.8% ]
  454. [ Weapons: 1.34 ms; 11.1% ]
  455. [ Turret: 0.701 ms; 5.8% ]
  456. [ EnergySystem: 0.497 ms; 4.1% ]
  457. [ LootPhysics: 0.389 ms; 3.2% ]
  458. [ virtual void Scene::updateShotCollision(float): 1.151 ms; 9.5% ]
  459. [ virtual void Scene::updateCollision(float): 0.881 ms; 7.3% ]
  460. [ virtual void Sector::updateFactions(float): 0.063 ms; 0.5% ]
  461. [ virtual void Scene::updateShots(float): 0.022 ms; 0.2% ]
  462.  
  463. [ root: 14.421 ms; 100% ]
  464. [ virtual void Sector::update(float): 14.412 ms; 99.9% ]
  465. [ virtual void Scene::updateComponents(float): 10.577 ms; 73.3% ]
  466. [ Physics: 3.363 ms; 23.3% ]
  467. [ Weapons: 2.603 ms; 18.1% ]
  468. [ Turret: 0.682 ms; 4.7% ]
  469. [ EnergySystem: 0.51 ms; 3.5% ]
  470. [ LootPhysics: 0.291 ms; 2% ]
  471. [ virtual void Scene::updateShotCollision(float): 2.834 ms; 19.7% ]
  472. [ virtual void Scene::updateCollision(float): 0.872 ms; 6% ]
  473. [ virtual void Sector::updateFactions(float): 0.067 ms; 0.5% ]
  474. [ virtual void Scene::updateShots(float): 0.022 ms; 0.2% ]
  475.  
  476. [ root: 8.228 ms; 100% ]
  477. [ virtual void Sector::update(float): 8.22 ms; 99.9% ]
  478. [ virtual void Scene::updateComponents(float): 4.22 ms; 51.3% ]
  479. [ Physics: 1.594 ms; 19.4% ]
  480. [ Turret: 0.383 ms; 4.7% ]
  481. [ Weapons: 0.258 ms; 3.1% ]
  482. [ EnergySystem: 0.257 ms; 3.1% ]
  483. [ LootPhysics: 0.165 ms; 2% ]
  484. [ virtual void Scene::updateShotCollision(float): 3.042 ms; 37% ]
  485. [ virtual void Scene::updateCollision(float): 0.842 ms; 10.2% ]
  486. [ virtual void Sector::updateFactions(float): 0.054 ms; 0.7% ]
  487. [ virtual void Scene::updateShots(float): 0.026 ms; 0.3% ]
  488.  
  489. [ root: 16.422 ms; 100% ]
  490. [ virtual void Sector::update(float): 16.414 ms; 100% ]
  491. [ virtual void Scene::updateComponents(float): 10.86 ms; 66.1% ]
  492. [ Physics: 3.513 ms; 21.4% ]
  493. [ Weapons: 1.971 ms; 12% ]
  494. [ Turret: 0.721 ms; 4.4% ]
  495. [ EnergySystem: 0.544 ms; 3.3% ]
  496. [ LootPhysics: 0.444 ms; 2.7% ]
  497. [ virtual void Scene::updateShotCollision(float): 4.439 ms; 27% ]
  498. [ virtual void Scene::updateCollision(float): 0.978 ms; 6% ]
  499. [ virtual void Sector::updateFactions(float): 0.064 ms; 0.4% ]
  500. [ virtual void Scene::updateShots(float): 0.026 ms; 0.2% ]
  501.  
  502. [ root: 8.037 ms; 100% ]
  503. [ virtual void Sector::update(float): 8.03 ms; 99.9% ]
  504. [ virtual void Scene::updateComponents(float): 4.673 ms; 58.1% ]
  505. [ Physics: 1.643 ms; 20.4% ]
  506. [ Turret: 0.399 ms; 5% ]
  507. [ EnergySystem: 0.278 ms; 3.5% ]
  508. [ Weapons: 0.269 ms; 3.3% ]
  509. [ LootPhysics: 0.253 ms; 3.1% ]
  510. [ virtual void Scene::updateShotCollision(float): 2.368 ms; 29.5% ]
  511. [ virtual void Scene::updateCollision(float): 0.868 ms; 10.8% ]
  512. [ virtual void Sector::updateFactions(float): 0.063 ms; 0.8% ]
  513. [ virtual void Scene::updateShots(float): 0.021 ms; 0.3% ]
  514.  
  515. [ root: 12.185 ms; 100% ]
  516. [ virtual void Sector::update(float): 12.177 ms; 99.9% ]
  517. [ virtual void Scene::updateComponents(float): 9.892 ms; 81.2% ]
  518. [ Physics: 3.081 ms; 25.3% ]
  519. [ Weapons: 1.516 ms; 12.4% ]
  520. [ LootPhysics: 0.722 ms; 5.9% ]
  521. [ Turret: 0.687 ms; 5.6% ]
  522. [ EnergySystem: 0.503 ms; 4.1% ]
  523. [ virtual void Scene::updateShotCollision(float): 1.301 ms; 10.7% ]
  524. [ virtual void Scene::updateCollision(float): 0.857 ms; 7% ]
  525. [ virtual void Sector::updateFactions(float): 0.064 ms; 0.5% ]
  526. [ virtual void Scene::updateShots(float): 0.024 ms; 0.2% ]
  527.  
  528. [ root: 24.11 ms; 100% ]
  529. [ virtual void Sector::update(float): 24.103 ms; 100% ]
  530. [ virtual void Scene::updateComponents(float): 20.14 ms; 83.5% ]
  531. [ ControlUnit: 10.22 ms; 42.4% ]
  532. [ Physics: 3.167 ms; 13.1% ]
  533. [ Weapons: 1.331 ms; 5.5% ]
  534. [ Turret: 0.756 ms; 3.1% ]
  535. [ EnergySystem: 0.501 ms; 2.1% ]
  536. [ virtual void Scene::updateShotCollision(float): 2.785 ms; 11.6% ]
  537. [ virtual void Scene::updateCollision(float): 0.878 ms; 3.6% ]
  538. [ virtual void Scene::updateShots(float): 0.193 ms; 0.8% ]
  539. [ virtual void Sector::updateFactions(float): 0.065 ms; 0.3% ]
  540.  
  541. [ root: 14.57 ms; 100% ]
  542. [ virtual void Sector::update(float): 14.563 ms; 100% ]
  543. [ virtual void Scene::updateComponents(float): 10.556 ms; 72.5% ]
  544. [ Physics: 3.2 ms; 22% ]
  545. [ Weapons: 2.71 ms; 18.6% ]
  546. [ Turret: 0.701 ms; 4.8% ]
  547. [ EnergySystem: 0.463 ms; 3.2% ]
  548. [ LootPhysics: 0.331 ms; 2.3% ]
  549. [ virtual void Scene::updateShotCollision(float): 2.941 ms; 20.2% ]
  550. [ virtual void Scene::updateCollision(float): 0.835 ms; 5.7% ]
  551. [ virtual void Sector::updateFactions(float): 0.142 ms; 1% ]
  552. [ virtual void Scene::updateShots(float): 0.051 ms; 0.4% ]
  553.  
  554. ########################################################
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