I can't help but feel I'm fighting a losing battle here with these GC spikes and, probably worse, GC per frame. My base garbage collection is currently around 12-13KB and I believe that almost all of it is coming from ORK, which isn't surprising given the size of my project--1400+ abilities, 300+ Status Values, 1200+ formulas, 100+ equipment slots, dozens of variables per item with multiple update variables apiece etc.--but there must be something I can do to get my base framerate down to a more manageable level so that I'm not always fighting stutter issues when I run large events. So, with that in mind, a few questions:
-Do unconnected nodes left hanging around inside formulas add to garbage collection, or adversely affect performance in any way? I noticed they seem to effect events, probably just when they're initially loaded.
-Does the total physical space as conveyed by the GUI inside of ORK's events and formulas impact performance at all? I like to build these with a lot of space for adding or making changes down the road, and thought that perhaps I could improve performance a little by using the handy vertical/horizontal sorting feature included in ORK. I doubt this feature is actually represented in the compiled code, but it's been hanging around in the back of my mind so I figured I'd ask.
-How big of an effect to Combined Status Values and Update Variables have overall?
-Will multiple individual HUD's impact performance more than would fewer combined HUD's with the same amount of features?
-Does the overall size of of the ORK framework itself impact garbage collection? It certainly extends the lag whenever I try to move anything up or down on a list, but that's to be expected as I'm sure it has to update all of the dependencies.