Set Scale & Performance Drop

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  • I was unable to dig up any documentation or posts about this. So I am not sure if I have found something new or not... For all I know I have missed something, somewhere or I am just imagining things but here we go :)

    Recently I discovered that the Set Scale action did not have the effect on performance that I thought it had. Basically I was under the impression that the performance impact was at the moment when you perform the action. However it seems that once you have set a new scale it will keep putting extra pressure on your framerate until you reset back to 1.0. I cannot see much difference between having it set at Start of Frame or at an Always condition actually...

    I did a rough test by scaling ~1 000 active objects with Maximum Speed setting On and found that:
    - DX9 has a steep drop from 1 000 fps to 500-600 fps.
    - DX11 is a champ and barely gets a 100 framerate hit and remains in the ~900.
    - DX8 has smallest drop of only ~20 frames. But its original speed was at ~250 fps so it cannot really be fairly compared to the other two ;)

    Obviously the results will vary depending on hardware. For instance on my slower device the results are much more extreme but follows the same pattern. While I cannot tell if this is intended behavior or a bug I think this could be good to know for anyone thinking of pushing a lot of real time-scaling into your projects.

    I've included my test .mfa for anyone interested to compare with. You can play around with:
    - Runtime Settings, switch between Display modes to see the effect.
    - Toggling the first Event On/Off and check framerate difference.
    - Switch out first event condition to Always and confirm similar performance.
    - Press Enter to reset objects to 1.0 scale and confirm that the speed returns to normal.

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