Generating the sync report takes ~twice as long as a normal tick, and occurs once every 3 ticks. These reports record of all of the synced state (separate to the sync hash, which is still calculated) in order to generate the syncreport.log of the game desyncs. This perf overhead is completely unnecessary when we know that we won't have other syncreports to compare against (singleplayer, replays). Disabling report generation in these cases gives us an easy 40% average tick-time win.
5.6 KiB
5.6 KiB