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Check performance after last update

Fixed 3.9.6 3.10.0

VENIQQ
VENIQQ

Posted

Hey,

Could you check performance after latest plugin update and see if something can be optimized?
Previously largest dungeons had like 30-40ms Hook time, now in 3.9.6 - it's like 70-80.

Players can feel more lag and I see lower FPS.

Is that indended? anything can be done about that?

 

CleanShot 2026-07-01 at 17.57.12@2x.png

Martian

Posted

Thanks for flagging this. The increase wasn't intended.

I traced the regression to a couple of paths that scaled badly on the larger dungeons. Dungeon entity checks were walking through the full entity collections from frequently called hooks, and the dungeon cache was being read and rewritten for every spawned entity. With a large dungeon and several active NPCs/turrets, that adds up quickly.

I've reworked the entity lookups to use a Network ID index, changed the runtime collections to faster hash lookups, batched the cache writes, reduced a few overly aggressive AI/turret update rates, and staggered NPC/animal updates so they don't all run on the same frame.

This should take a good amount of pressure off the larger tiers without changing the intended combat behavior. If you get a chance to profile one of the largest dungeons again after the update, I'd be interested in seeing how it compares with the 70-80 ms result you were getting.

Martian

Posted

Changed Status from Pending to Fixed

Changed Fixed In to 3.10.0

VENIQQ

Posted

@Martian
Hook times improved signigicantly to around 1-2ms for the largest dungeon spawn.

CleanShot2026-08-20at07_56.08@2x.png.c2dca3b55aa6c880b7051880ba170119.png

 

However there is still noticeable FPS drop during the spawn itself - I believe that could be due to spawning of the building blocks in too large batches or something?

CleanShot2026-08-20at07_58.24@2x.png.4908829945783d7c8c4b02fa11263e2f.png

 

It's similar to what I saw on large RaidBases before tweaking batch size for CopyPaste plugin.

What reduced the spike significantly in case of CopyPaste/RaidableBases bases was the entity count per batch, which was reduced from 10 to 1.  Not sure if something similar applies to your plugin as well...

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