Odd, when I’ve done profiling runs of reading/sleeping the primary bottleneck has been updating the scentmap (it’s quite complex and not well optimised). What’s odd about that is it hasn’t changed at all recently, so I wouldn’t expect a slowdown compared to 0.4.
It’s been on the backburner for a long time now, but I can bump up its priority if people are really seeing issues with it. Also I’ll do some more profiling and see what I can find out about where bottlenecks are. Can you be more specific about exactly when you’re seeing lag spikes?
There’s some pretty bad ones every 12 steps when walking around near an overmap border, we’re still trying to track down the cause of that one.
There’s some part of the vehicle collision code that takes a noticeable amount of time every time you hit something, particularly when you hit zombies at very high speed.
The scentmap calculations are pretty bad, but only become the main bottleneck when you aren’t doing anything else.
RE: memory usage, it’s highly dominated by how much of the map you’ve explored, so a new game will have much lower usage, that might be it. I’m not totally sure as memory usage hasn’t generally been out-of-control enough to worry about.