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Vessels with a large number of crew are slow (presumably animation/portrait updating) #84
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Yeah, the portrait related lag has been an issue since quite some time. I gave a look some time ago, the issue is somewhere in the component and coroutine spaghetti portrait handling mess causing inactive portraits to be updated when they aren't shown under certain circumstances, but I never got to the bottom of it. |
This is fighting me real hard, the thing is probably one of the worst piece of spaghetti code KSP has... The issue seems to be that Activating it then trigger There is a separate callback handling activation/deactivation of the portraits that aren't shown when cycling ( I will have to dig further, maybe there is a simpler approach to fix this... Edit : actually the issue of portraits getting stuck in "noise mode" seems to happen in stock too, but it's hard to reproduce consistently... |
…- 1.12.5] Prevent non-visible crew portraits from being rendered after a switch back from the map view (and other cases), causing a significant perf hit when there are many kerbals in the vessel.
Fix implemented in 1.28 |
Saw a report from discord that performance tanks for vessels with 190 kerbals, but it's fine in map mode or without crew. This hints that it's caused by animations or something to do with the portrait system. It should be possible to limit that cost to just the kerbals that are going to be drawn.
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