We haven't really optimized the game, so there is always room for improvements. The following problems are known:
- ADOM is really slow in the forest: the reason are the large amount of transparent trees that are drawn over each other. I think we can optimize that by reducing the number of overlays or using different graphics.
- ADOM has a high CPU usage: NotEye always redraws the whole screen even if no changes occurred. This happens with ASCII tiles too. The ADOM versions without NotEye use a different rendering routine which only updates the modified parts. I'm sure we can make NotEye work in the same way (this probably won't help in maps where the whole screen is redrawn, e.g. the TOEF).
- the rendering takes a long time, even for the default 15 FPS: a lot of the rendering work is done in the Lua scripts, maybe we can move some of the routines to the "C++" part of the code, which could improve the performance. The low FPS could also be the cause for some of the sluggishness, increasing it might help but will cause higher CPU usage.
“It's a cruel and random world, but the ChAoS is all so beautiful.” ― Hiromu Arakawa