If your computer is too slow, reduce the frequency of the range check.
My point was the difference between the latest release on curse and the latest WAU Version. I don?t use any added feature and have to lower the range check frequency now.
I will just continue to use an earlier version (or use sRaidframes if I can live with the look).
Also, the profile-switching related problems should be fixed in GridStatusRange now. I'm going to give it a week and then put it up on Curse/WoWI
Am I the only one experiencing an increase CPU usage from the latest Grid builds. Using the latest Grid from Curse it was already kind of huge compared to other raidframes but the new changes increased it once again. I only use the 40yrd range check with a 0.5s update rate(the other ranges are disabled).. sRaidframes has the same setting for rangechecking in the screen no settings were altered after I did the reload UI. I just played for a while and then looked at the summed up CPU time all addons used. Libs were external.
I love Grid for the features it offers but just recently found out that sRaidframes has a lot of the features in regards to status indicators. All adititional gimmicks like low mana warning are disabled by me anyway. The look is not nearly as nice as that of Grid although. :) But nothing Grid does in addition can justfiy a 50x greater cpu usage in raids I would think.
Grid creates a noticable fps loss in AV for me wihtout CPU profiling turned on. With CPU profiling it gets almost unplayable. It is the only addon which creates this kind of lag/stuttering. If I?m not a aware of other differences between the 2 addons tell me so. My solution for the moment is the screen below. Although it is not anywere near as good looking as my grid setup. :)
So can someone give me a hint on how to change this? Its not a question of features in my opionion since pUF and sRaidframes covers most of it even if it is not shown. A reload UI was made before the fights startet and no options whatsoever where changed after that. Grid spikes at 100 CPU/s in fights.
@Ragnor
When you refer to other posts you should check what features are included in to Mods. As it is I will definitly use oUF for the moment. If I could create a grid style look for sRaidframes i would porbably do that. :) It has really all features just the look and space it takes is not what I want.
That's the funny part by the time you add back in all the features a typical healer or tank needs (hp deficit, agro coloring, range fading, inc damage/heal text, class colors, clear aura separation, party targets etc) you have to wonder how different will the performance be compared to traditional unit frame mods?
Now if I played a ranged dps class or something I'd run bare bones and be loving it.
Thats not true at all. Get Optionhouse and compare GRID with things like sRaidframes or x-Perl(raidframes + core + helper only). The difference is puzzling for me at least. They have essentially the same features and only a different look.
I have to admit that my comparison with GRID running the double amount the latest oUF was way off(looking at grid last night it was looking more like 10 times). I have to apologize to haste also since raidframes were not spawned in the recent versions. Also buffs are shown on raidfrmaes which coud be part of the reason why pUF has slightly less CPU usage.
And pUF has never been released as buff check, its always been after the inspectrange check updated once every second.
I definitly want a range check but 1 s is more than enough.
p.s. just found it http://moon.pastey.net/83347 (workes like a charm without increasing CPU load or anything) Not having a 40y range check as healer in an BG/raid is actually quite annoying. :)
The latest oUF core has an increased CPU load which would be expected with the addition of the rangecheck. Double the CPU time of oUF again and I?m running with a monster like grid again. Actually oUF more than tripled its average CPU/s with the latest release.
It seems everyone is looking at memory for their Interface but CPU load is not that important. Is this a misception on my side that I am looking for mods that have the power of addons like grid but do it with a lot less CPU load. Actually the latest pUF with a spell based rangecheck is pretty close to what I need when raiding. Frames being marked with reagrd to debuff type or Debuffs being filtered and shwon in a corner is the only thing missing. A 1s rangecheck is more than enough for healing in a raid situation.
On a sidenote I had found a working spell based range check for pUF in some pastey but don?t remember where it was. Does someone know where that could have been?
I?d like to see the banzai addition on your gcode. :)
On a sidenote...any chance you will be including range check by spells? I was running some AVs and was surprised how well the Grid setup of pUF works. 40yrds range and debuffs I can click trough would make it almost perfect. I did increase the size of the debuffs and want to see 2 of them. If I click on the part where the debuffs are shown it will not target the raid member. Also sometimes debuffs seem to be hidden behind the healthbar.
Is it possible to spawn the raid groups individually now? I would start a new layout based on oUF-Lily and create a grid like setup myself if that is possible now. I want to see the actual raid groups even when a spot in one of the groups is empty.
Also is it planned to include range and aggro checks to the oUF core itself? I would to be able to use oUF based raidframes instead of grid for my healer alt since Grid is still using the most CPU time when I raid and I?d like to replace it.
Another point, as far as i can see, is that there is no possibility by just using SecureRaidGroupHeaderTemplate, to prevent it from filling a half full column before opening a new one. So, if there are 10 people in a raid, 3 in group1, 3 in group2 and 4 in group3, it will display 2 full columns with 5 members each.
It is not possible to spawn individual raidgroups at the moment?
This issue will come up a lot since in some Raid/BG situations groups are not full and everything would be kind of messed then. It?s not that uncommon that for some time during a raid for axample a melee group spot will be free until someone shows up.
Simple search in this thread leads me to the following link :) http://coldfury.pastey.net/80769 You may need some slight alterations since oUF has been updated rather heavily since.
Edit: Ps. haste.. growth-x and y ... man I love you
Working with this code I could not get this working. Problem for me is the same as with the aggro code form Coldfury. The line that creates an error message is in the update health part but the object is not defined or something.
-- top of the file with other locals
2 --[[ Spell to use for Range Checker function.]]
3 local spell = "Arcane Intellect"
4
5
6 --the actual function. very simple.
7 --[[ Update Range function. Set to only check party and raid. ]]
8 local updateRange = function(self, unit)
9 if (self:GetParent():GetName() == "oUF_Party") or (self:GetParent():GetName() == "oUF_Raid") then
10 local inRange = IsSpellInRange(spell, unit)
11 if inRange==1 then
12 self:SetAlpha(1)
13 else
14 self:SetAlpha(0.2)
15 end
16 else
17 self:SetAlpha(1)
18 end
19 end
20
21
22 -- add in the gigantic function of doom
23 self.UpdateRange = updateRange
24
25 -- add at the end of updatehealth/updatepower function
26 object:UpdateRange(unit)
Do I have to add something to other parts of the layout.lua or even the oUF core? I thin I can get the aggro code working too when I know what is missing here.
But you could possibly know what to use instead of "object:UpdateRange(unit)" which seems to have worked for old versions of other layouts and now throws an error. :)
This is what I made out of the last oUF_lily by pretty much taking all ideas from pUF. Party + Auras ist the only difference since I really like your Player/Target/ToT/Focus setup. :) The Party is normally hidden in raids.
Simple search in this thread leads me to the following link :) http://coldfury.pastey.net/80769 You may need some slight alterations since oUF has been updated rather heavily since.
Edit: Ps. haste.. growth-x and y ... man I love you
I am not getting this to work. I tried to modify one of the latest oUF builds. I got it to look like p3lims frames with usable partyframes but am missing the rangecheck and aggro warning.
-- add in the gigantic function of doom
self.UpdateRange = updateRange
-- add at the end of updatehealth/updatepower function
object:UpdateRange(unit)
Throws an error for me I guess due to recent changes in oUF.
Can somone tell me how to replace the "object" part.
If someone could post a complete layout.lua with a working Rangecheck + Aggroalert for the new oUF I could extract everything myself despite my lack of coding knowledge.
Would be great if you could upload this layout somewhere. Is there Aura code in it which allows to show buffs/debuffs on target and also in your party?
P3lims layout is also great when raiding as a DD but even then I want the raidsframes excluded since I just need a rangefilter to know whats going on around me and will use grid for that matter. I got the raidframes to hide but wanted to know if they are still spawned and take up CPU time? I hide them by modifying the >25 raidattendes part. Do they still take ressources when doing so although hidden?
0
Count: 99
Call Stack:
Interface\AddOns\Ace2\AceEvent-2.0\AceEvent-2.0.lua:368: in function <Interface\AddOns\Ace2\AceEvent-2.0\AceEvent-2.0.lua:345>
0
My point was the difference between the latest release on curse and the latest WAU Version. I don?t use any added feature and have to lower the range check frequency now.
I will just continue to use an earlier version (or use sRaidframes if I can live with the look).
0
0
Am I the only one experiencing an increase CPU usage from the latest Grid builds. Using the latest Grid from Curse it was already kind of huge compared to other raidframes but the new changes increased it once again. I only use the 40yrd range check with a 0.5s update rate(the other ranges are disabled).. sRaidframes has the same setting for rangechecking in the screen no settings were altered after I did the reload UI. I just played for a while and then looked at the summed up CPU time all addons used. Libs were external.
I love Grid for the features it offers but just recently found out that sRaidframes has a lot of the features in regards to status indicators. All adititional gimmicks like low mana warning are disabled by me anyway. The look is not nearly as nice as that of Grid although. :) But nothing Grid does in addition can justfiy a 50x greater cpu usage in raids I would think.
Grid creates a noticable fps loss in AV for me wihtout CPU profiling turned on. With CPU profiling it gets almost unplayable. It is the only addon which creates this kind of lag/stuttering. If I?m not a aware of other differences between the 2 addons tell me so. My solution for the moment is the screen below. Although it is not anywere near as good looking as my grid setup. :)
0
@Ragnor
When you refer to other posts you should check what features are included in to Mods. As it is I will definitly use oUF for the moment. If I could create a grid style look for sRaidframes i would porbably do that. :) It has really all features just the look and space it takes is not what I want.
0
Thats not true at all. Get Optionhouse and compare GRID with things like sRaidframes or x-Perl(raidframes + core + helper only). The difference is puzzling for me at least. They have essentially the same features and only a different look.
I have to admit that my comparison with GRID running the double amount the latest oUF was way off(looking at grid last night it was looking more like 10 times). I have to apologize to haste also since raidframes were not spawned in the recent versions. Also buffs are shown on raidfrmaes which coud be part of the reason why pUF has slightly less CPU usage.
0
I definitly want a range check but 1 s is more than enough.
p.s. just found it http://moon.pastey.net/83347 (workes like a charm without increasing CPU load or anything) Not having a 40y range check as healer in an BG/raid is actually quite annoying. :)
0
The latest oUF core has an increased CPU load which would be expected with the addition of the rangecheck. Double the CPU time of oUF again and I?m running with a monster like grid again. Actually oUF more than tripled its average CPU/s with the latest release.
It seems everyone is looking at memory for their Interface but CPU load is not that important. Is this a misception on my side that I am looking for mods that have the power of addons like grid but do it with a lot less CPU load. Actually the latest pUF with a spell based rangecheck is pretty close to what I need when raiding. Frames being marked with reagrd to debuff type or Debuffs being filtered and shwon in a corner is the only thing missing. A 1s rangecheck is more than enough for healing in a raid situation.
On a sidenote I had found a working spell based range check for pUF in some pastey but don?t remember where it was. Does someone know where that could have been?
0
On a sidenote...any chance you will be including range check by spells? I was running some AVs and was surprised how well the Grid setup of pUF works. 40yrds range and debuffs I can click trough would make it almost perfect. I did increase the size of the debuffs and want to see 2 of them. If I click on the part where the debuffs are shown it will not target the raid member. Also sometimes debuffs seem to be hidden behind the healthbar.
0
Also is it planned to include range and aggro checks to the oUF core itself? I would to be able to use oUF based raidframes instead of grid for my healer alt since Grid is still using the most CPU time when I raid and I?d like to replace it.
0
It is not possible to spawn individual raidgroups at the moment?
This issue will come up a lot since in some Raid/BG situations groups are not full and everything would be kind of messed then. It?s not that uncommon that for some time during a raid for axample a melee group spot will be free until someone shows up.
0
Working with this code I could not get this working. Problem for me is the same as with the aggro code form Coldfury. The line that creates an error message is in the update health part but the object is not defined or something.
Do I have to add something to other parts of the layout.lua or even the oUF core? I thin I can get the aggro code working too when I know what is missing here.
0
This is what I made out of the last oUF_lily by pretty much taking all ideas from pUF. Party + Auras ist the only difference since I really like your Player/Target/ToT/Focus setup. :) The Party is normally hidden in raids.
0
I am not getting this to work. I tried to modify one of the latest oUF builds. I got it to look like p3lims frames with usable partyframes but am missing the rangecheck and aggro warning.
Throws an error for me I guess due to recent changes in oUF.
Can somone tell me how to replace the "object" part.
If someone could post a complete layout.lua with a working Rangecheck + Aggroalert for the new oUF I could extract everything myself despite my lack of coding knowledge.
0
Would be great if you could upload this layout somewhere. Is there Aura code in it which allows to show buffs/debuffs on target and also in your party?
P3lims layout is also great when raiding as a DD but even then I want the raidsframes excluded since I just need a rangefilter to know whats going on around me and will use grid for that matter. I got the raidframes to hide but wanted to know if they are still spawned and take up CPU time? I hide them by modifying the >25 raidattendes part. Do they still take ressources when doing so although hidden?