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[Suggestion] Add option on DOTAItemImage and DOTAAbilityImage to cache data to RAM

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  • [Suggestion] Add option on DOTAItemImage and DOTAAbilityImage to cache data to RAM

    One odd quirk I noticed about my map was that if you selected a different unit than selected your main hero again than you would get a ~0.5sec lag spike. Nothing gameplay breaking but a huge annoyance for fast-paced maps. I suspect this lag spike to be due to the fact that the game has to reload 7 ability images, 6 item images, and the 10 or so images used to display hp/mp/exp every time a player selects the primary hero (awkward, but i didn't trace out any huge resource-hungry loops in my code). It would be nice to have some option, say if the selected hero is the player's hero, than to check RAM for pre-loaded item images and, if n/a, than to create some there for quicker load times.

    I doubt macro-optimizations are top on valve's mind, but this is something that would be nice for a nearing-completion implementation.

    E/ theres a rhythm to all of this madness! i promise! (the attached thumbnail has nothing to do with this issue)
    Attached Files
    Last edited by arhowk; 07-09-2015, 09:52 PM.
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