141 - Extreme CPU usage
What steps will reproduce the problem?
1. With SpellFlash, SpellFlashCore (& its embedded BigLibTimer) & SpellFlash_Mage, enter a LFR 25 man "raid" as an 85 Mage.
2. Notice much higher than average interface slowdown/lag on various fights.
3. Do CPU tests after the raid solo on target dummies using OptionHouse, AddonLoader (so that loads properly) and only the three mods above running.
What is the expected output? What do you see instead?
Expected: SpellFlash to use 0 CPU/second when out of combat and and at maximum, a small amount in combat.
Instead: it uses an extreme amount of CPU time both idle and in combat. More than any mod I've CPU tested for the longest time. Which is what was causing the 25m interface lag.
With "Blink Spells" active:
- SpellFlashCore (with embedded BigLibTimer): 24-30 CPU/second.
- SpellFlash: 7.8-8.1 CPU/second
- SpellFlash_Mage: 0.650-0.720 CPU/second
- for a grand total of: 32-39 CPU/second
With Blink Spells turned off and the UI reloaded:
- SpellFlashCore: 12-15 CPU/second
- SpellFlash: same as above
- SpellFlash_Mage: same as above
- for a grand total of 20-24 CPU/second.
Note that this isn't the "cumulative" CPU recorded by OptionHouse (which is irrelevant), its the continual consumption both in and out of combat. The numbers didn't actually vary between in combat and outside of it.
What version of the product are you using?
SpellFlashCore 1.49, SpellFlash 5.109, SpellFlash_Mage r122/1.3.93
Do you have an error log of what happened?
No errors.
Please provide any additional information below.
This mod was looking great for saving time in learning an optimal Mage rotation/spell priority. But the CPU time used is too much.
I've seen a handful of mods use that much CPU time over the past 6 years, but not many. About the only ones as high that I can remember are "range recolor" mods that recolor the Blizzard action buttons when you move out of range. Such as the obsolete RedRange. As SpellFlash does similar things to action buttons, assume that's where the CPU problem is.
tullaRange, on the other hand, uses less CPU time than any other "range recolor" addon. As per its description page: tullaRange is derived from RedRange. The main thing I do differently is that I replace each individual action button's OnUpdate handler with a single global one. The end result is that tullaRange uses less CPU than other implementations.
The mods unusable as-is in large raids due to this problem here. Looking through the code, I see that you are using OnUpdate handlers for action buttons. Hopefully you can change SpellFlash to a similar system as tullaRange uses to reduce the problem. As well, if there is any way to drop its CPU consumption to 0 out of combat, that would also be an improvement.
| User | When | Change |
|---|---|---|
| BigRedBrent | May 11, 2012 at 01:16 UTC | Changed status from Accepted to Declined |
| BigRedBrent | Jan 26, 2012 at 13:13 UTC | Changed status from Replied to Accepted |
| Zidomo | Jan 26, 2012 at 12:33 UTC | Changed status from Waiting to Replied |
| BigRedBrent | Jan 24, 2012 at 14:45 UTC | Changed status from New to Waiting |
| Zidomo | Jan 24, 2012 at 03:10 UTC | Changed description:Expected: SpellFlash to use 0 CPU/second when out of combat and and at maximum, a small amount in combat. - Instead: it an extreme amount of CPU time both idle and in combat. More than any mod I've CPU tested for the longest time. Which is what was causing the 25m interface lag. + Instead: it uses an extreme amount of CPU time both idle and in combat. More than any mod I've CPU tested for the longest time. Which is what was causing the 25m interface lag. With "//Blink Spells//" active: |
| Zidomo | Jan 24, 2012 at 03:09 UTC | Changed description:What steps will reproduce the problem? - 1. With SpellFlash, SpellFlashCore (& ites embedded BigLibTimer) & SpellFlash_Mage, enter a LFR 25 man "raid" as an 85 Mage. + 1. With SpellFlash, SpellFlashCore (& its embedded BigLibTimer) & SpellFlash_Mage, enter a LFR 25 man "raid" as an 85 Mage. 2. Notice much higher than average interface slowdown/lag on various fights. |
| Zidomo | Jan 24, 2012 at 03:08 UTC | Create |
- 2 comments
- 2 comments
Facts
- Last updated
- May 11, 2012
- Reported
- Jan 24, 2012
- Status
- Declined - We decided not to take action on this ticket.
- Type
- Defect - A shortcoming, fault, or imperfection
- Priority
- Medium - Normal priority.
- Votes
- 0
- Reply
- #2
Zidomo Jan 26, 2012 at 12:33 UTC - 0 likesHave now tested with a mid-level Warrior & the SpellFlash_Warrior module. Nope, its not the module configuration, its the way SpellFlash does things that is causing the issue.
First tried the updated r124 of SpellFlash_Mage. Unfortunately, no real change. In fact, a bit more CPU used on the testing I did when blinking was disabled.
Out of combat and in combat, no blinking: 18-22 CPU/second for SpellFlashCore, 4-7 CPU/second in SpellFlash & 0.4-0.6 CPU/second in SpellFlash_Mage.
Blinking enabled, in combat: 27-30 CPU/second SpellFlashCore, 5-6 CPU/second SpellFlash, 0.5-0.6 CPU/second SpellFlash_Mage.
Then switched to the mid-level Fury Warrior with the above + SpellFlash_Warrior r187. That module isn't as complete as the Mage one; it offers no specific options for that Warrior spec. Regardless, SpellFlash uses an even more extreme amount of CPU time on the Warrior than on a Mage.
Out of combat: 25-27 SpellFlashCore, 17-18 SpellFlash, 0.9-1.2 SpellFlash_Warrior.
No blinking, in combat: 34-37 SpellFlashCore, 22-24 SpellFlash, 1.1-1.2 SpellFlash_Warrior.
Blinking, in combat: 42-46 SpellFlashCore average, 21-24 SpellFlash, 1.0.1-2 SpellFlash_Warrior.
It gets really nuts if you have many things flashing at once on the Warrior; SpellFlashCore was spiking up to 68 CPU/second with many icons flashing.
Hope the CPU usage can be (greatly) reduced.
- Reply
- #1
BigRedBrent Jan 24, 2012 at 14:45 UTC - 0 likesHave you tried it with another class? Perhaps it may have something to do with the way the Mage module is configured.
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