Vivum Target
Performance
Learn about the performance of Vivum Target
Overview
Vivum Target uses native rendering functions like DrawSprite. Typical UI resources leverage NUI, an embedded browser that renders the user interface on top of the game. Vivum Target directly renders the UI in the game process, which means that while it can have perfect frame latency, it also shows up in Resmon as higher CPU usage than if it were rendered off-process with NUI.
Resmon
As stated above, the Resmon CPU usage of Vivum Target will be higher than if it were rendered through NUI or DUI. However, there will be no latency, the menu will not weirdly "jump," and it will not spontaneously drop frames or lag behind the native game. While Resmon is a good indicator for general script performance, the actual FPS implications of Vivum Target are negligible.
Vivum Target is optimized to the best of its ability for its technology, and the higher CPU usage in Resmon is an unfortunate side-effect of using native draw calls.
Idle
Vivum Target will idle at 0.00ms when not holding down ALT (or the configured keybind) and there is no target with alwaysShowStar = true and Config.AlwaysShowStars = false.
| Resource (Idle) | CPU msec | Memory |
|---|---|---|
| vivum-target | 0.00ms | 1.14 MiB+ |
Active
The Resmon CPU usage will be directly proportional to the number of targets and items on screen. Generally speaking, when holding ALT and interacting with a target, you can expect the CPU usage to be around 0.2ms.
| Resource (Active) | CPU msec | Memory |
|---|---|---|
| vivum-target | 0.19ms | 1.14 MiB+ |