Hello,
I recently discovered, that my cloned objects drain more Performance than before.
For example, in my 0.18 Build of Reggie World, I get only small Performance Drains when many cloned and animated .x objects are on the Screen. However with the new build only one cloned object on the Screen is enough to Change my game timer from 0.27 to 0.39 - 0.42. The next additional object will take my timer up to 0.6 and so on.
I have already started to replace the clones with instances and try to animate them cleverly. This works and my game timers behaviour is back to the way it was before.
The only difference between the two builds is, that I added an effect to my cloned objects, but it is only applied if a certain condition is true and only to one of my cloned objects at the same time.
The other Thing I have changed is including set Alpha mapping on commands, but not on the cloned objects, only to triangles and plains.
Edit: Forgot another Thing: I added set object transparency to some objects also, but again not to the cloned objects.
Could it be that set Alpha mapping or loading an effect could make such a difference for cloned objects? As said above, I am replacing my clones with instances right now which solves the Problem, but I am rather curious what caused the difference in how my cloned objects are handled.
Edit: I also Need to find a solution for enemys that Need to be cloned, because they have certain Animation sequences that are not seemlessly smoothable.