I was wondering if anyone has any ideas on how to improve the ansi color rendering performance. It appears that if there is lots of ansi color text being displayed, the framerate of the renderer is significantly slower. So much so that on a fast pace mud fight that has over 100 lines of text, the renderer is so slow that the text of the next round would have already started before you can see the end of the first round.
This is in comparison to no ansi color and the text renders fast and perfectly fine.
This is definitely a render slowness issue because the mud triggers get sent in time and before the text is even rendered. So its not a network traffic issue.
I was looking at the code, and I think the ExtTextOut function is either slow for this purpose, or with ansi coloring, gets called many times. I did not debug this yet.
I did some research and found references to Direct2D drawing being slow, https://devblogs.microsoft.com/commandline/case-study-how-many-colors-are-too-many-colors-for-windows-terminal/
Not sure if that brings any insight.
This is in comparison to no ansi color and the text renders fast and perfectly fine.
This is definitely a render slowness issue because the mud triggers get sent in time and before the text is even rendered. So its not a network traffic issue.
I was looking at the code, and I think the ExtTextOut function is either slow for this purpose, or with ansi coloring, gets called many times. I did not debug this yet.
I did some research and found references to Direct2D drawing being slow, https://devblogs.microsoft.com/commandline/case-study-how-many-colors-are-too-many-colors-for-windows-terminal/
Not sure if that brings any insight.