Hookshot & Erika
Hey Erika, I’m looking at this new patch log that dropped today—seems like the server lag issue got fixed, but the new AI bot AI is still stuck in frame drops. Thought we could debug it together, see if the latency spike is a bug or just a performance glitch. Think you’d notice any loopholes in the optimization pipeline?
Sure, let’s pull the logs apart. First check if the AI is allocating too many objects per frame, then look for a double‑render call or a stuck coroutine. If the latency spikes are tied to a single thread that’s also handling AI logic, that’s a classic “over‑scheduling” loophole. I’ll flag anything that looks like a hidden bottleneck—no one likes an invisible performance glitch.
Got it, let’s start with a quick memory profiler. If we see a spike in heap allocations around the AI update tick, that’s a candidate. Also, a double‑render will show up as two identical draw calls in the GPU trace. If you hit a single thread doing both pathfinding and physics, that’s the classic over‑scheduling. Hit me with the numbers, and we’ll patch the bug faster than an FPS drop.
Sure thing, just pull the profiler and give me the numbers. If it’s a heap spike during the AI tick, we’ll know it’s a garbage‑generation nightmare. Double‑render? That’s a red flag, not a feature. And a single thread juggling pathfinding, physics, and AI? That’s a recipe for a stall. Let’s see the data and we’ll cut out the waste faster than a bad frame.
Heap usage: 18 MB peak at 60 ms into the AI tick, 3 MB of that is new objects per frame. Draw call count: 112 per frame – 94 unique, 18 duplicate draws (double‑render). Thread profile: single thread (Thread‑42) is 78 % busy, handling pathfinding (30 %), physics (25 %), and AI (23 %) all in the same tick. Clear bottlenecks: unnecessary temp list creation in AI, duplicated mesh submit in rendering, and shared physics/AI thread. Fixing these should bring us back to a clean 60‑FPS loop.
Nice break‑down. Pull the temp list out, reuse a pool, and that 3 MB will evaporate. Remove the duplicated mesh submit and trim those 18 draw calls—each one is a wasted frame. Split the physics and AI onto a second thread and bring that 78 % down to a sane 45 %. With those changes we’ll hit a clean 60 FPS, or we’ll have to blame the server’s ping. Let's get to it.
Sounds good, I’ll grab the profiler now and start dumping the numbers. Once we see the temp list blow, we’ll switch to a pool, kill the duplicate mesh submit, and split physics/AI onto a second thread. Then we’ll be back at a solid 60 FPS, or we’ll have to blame the server ping. Let’s get this over the line.