After some internal tests I was able to pinpoint weak spots.
I have a suspicion that either math.sqrt is working not like on live or normalized coordinate values for wayshrines and player position have more decimal places, what I am seeing is that a simple distance formula sqrt ((x1-x2)^2+(y1-y2)^2) takes a lot more power to complete on pts. This results in signiffican performance loss FPS drops UI lags, etc. Also SetMapToPlayerLocation() works much slower than on live, it is another source of performance loss.
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