Reuse existing triangles in Triangles background#36951
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peppy merged 2 commits intoppy:masterfrom Mar 13, 2026
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I think it is unfairly(?) high in the headless testing because 100% of the time is being spent on cpu bound operations. Also I was filtering out sleep. So you have 3 minutes of gameplay compressed to 1.4 seconds of all the most expensive stuff going on at once. Which is to say, I think this will make a difference, even if it tests small in the grand scheme 👍 |
peppy
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Mar 13, 2026
This was referenced Apr 6, 2026
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As per comment.
Unfortunately I'm not able to reproduce such a big impact of triangles using linked pr (or at all really). In my case usage was low in the first place and went from 0.9% to 0.6% with this pr, so outside benchmarking would be great
Improvement list:
ResetifAimCountstays the same, all triangles are reused instead of being cleared and re-added.