Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta
Lastly, note that it's unreasonable to expect mods to perform under some arbitrary limit all the time. If you used a lot of things from GlitterNet then it may well take over 5ms on average to compute some ticks because ultimately there's a minimum set of code that GlitterNet needs to execute to actually work. I've done pretty much everything I could to pare that minimum set to the true minimum, but at some point the only thing I can do to make it perform better is to start to make it not work.
First of all, when you say you saw a 5ms "response", are you talking about average or max time? If it's max, then what you recorded is most likely a garbage collector cycle occurring during a GlitterNet function. if it's average, then there's a problem and I'll need at the very least a screenshot of the analyzer showing what method is acting up and a description of the scenario under which the performance issue occurred.