@cheeseberry said in Questions about performance: tactical missiles:
So if I understood you correctly we gain about a 1% speed improvement (1ms/100ms) in reasonable sized mid to lategame navy fights/sieges.
It's a 1% speed improvement if your computer is just barely able to process all of the information (it takes 100ms to process the next tick's info)
If your computer is fast enough to process everything in 90ms, it's a 0% improvement
If there's an air fight and it takes 400ms to process all the info, this wouldn't give 1% performance improvement. Saving 1 ms would be 0.25% improvement.
Since it's normal for seton's to slow to -1 or even -2 if weak PCs are involved, even outside of air fights, saving 1ms per tick would end up saving 1 second every 1000 ticks (100 seconds) so ROUGHLY it could save 1 second every 2 minutes. If my math is right, for a 30-minute game, it would save about 15 seconds, or for a 60-minute game it could save less than 1 minute of real time. But that's assuming you constantly have 25 cruisers out. So really it would only save about 30 seconds of real time 1 out of every 10 games.
Not a bad thing, but definitely not worth "breaking" the balance. (Of course it remains to be seen whether such a change would even be a bad thing for the balance.)
Small balance note: Besides the TMDs there are also some maps that might be effected by different TML arcs. Previous save spots might be become hittable if the arc changes enough.
E.g. many spots on the setons islands are quite sensitive to the exact missile height and flight path
Good point. Unironically: we need to make sure this wouldn't break Astro Craters.
It's not MY map, but it's a very important map to the community just based on the amount it gets played.
I think also those people (craters folk) don't keep up with the balance patches so they will be surprised when they make cruisers and it just doesn't work.