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Digital Screen redering are way slow after new limits #3670

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@AlexALX

I did pretty long debug why my digital screen can't even properly display small changes and for redraw simple text line it needs ~5 seconds (1600 pixels update), and really making digital screen not usable for any text updates at all.

There is few commits like 304e005 7b5ac40 4855366 by @Divran

Which changed how digital screen works. It seems like this issue is purely clientside, so in cl_init.lua file.

There is line

local maxtime = SysTime() + RealFrameTime() * 0.05 -- do more depending on client FPS. Higher fps = more work

With comment abut higher fps = more work, and commit with msg

digi screen do more work if higher fps

And i curious - what exactly this mean? What it suppose to do?

Right now situation is next:
High FPS or Low FPS - it will have same execution time.

 SysTime() + RealFrameTime() * 0.05

30 FPS - 0.033 * 0.05 = 1.65 ms
240 FPS - 0.0042 * 0.05 = 0.21 ms

So or calculation is wrong, or its do opposite - it make exact same CPU time on any FPS.
If it suppose to do "more work on higher FPS", then this is wrong. There is also same thing in Draw function.

In general its really super slow right now even on high FPS. and its not networking issue but purelly drawing.

if in draw make 0.5 it works much much faster.

As ideas - can we make clientside setting what can set how much time we allow for digital screen or even unlimited? or something to do with this limit.

Here is example, this makes impossible to work with text updates at all:
Image

This with delay by 5 SECOND update!!! and i'm redrawwing only few lines not even whole screen!

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