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When using the "hiding terrain objects" functionality in eden editor it turns out that deactivating the "Other" objects in a radius of 1000m around Manikaua with same object viewdistance increased the fps around 30-40%. "Other" objects are things like rocks, stones, very small trees/logs.
Hiding Vegatations and walls and fences did not make any difference in fps, even so they were combined around 9000 objects in the 1000m radius, the "Other" objects were around 6500.
This amount of "other" objects seem to be relative alot compared to other terrains. VT7 and RHSPKL for example have around 2500-3500 in a 1000m radius, at least at the places i looked.
Khoramshahr has even more with around 9000 "other" objects in a 1000m radius.
With the 2. release later that day i had some positive results. But i also got some runs were the issue was as before, even so the "fix" with and without reduced "other objects" worked reliable through multiple runs before. So it might just have looked as if the "other objects" were the problem, while the real issue is somewhere else.
I still have copies of the older versions of the terrain to make some comparisions if the changes actually did something or not, but it will probably take some time to figure out what is going on.
First the good news. Neither cellsize or the objects were the problem of the performance issues. So that might help to clear up any remaining questions how much detail to use on your terrain.
The bad news is that i still do not know what exactly causes this but at least figured out how to "fix" the performance issues.
As it turned out after some experimentation was that part of the problems are all the soldiers i spawned in the houses. I eventually found out that disabling their animation changes via disableAI "ANIM" made the performance issues go away.
After some more testing i found out that executing a doStop on all the groups staying in the houses had the same result. I can reliable reproduce that at any time in the mission, executing a doStop on all that groups nearly doubles the server fps and brings it to a normal level which i known from other terrains. Reverting back their behaviour via executing doFollow on the groups cuts the server fps in half again, even so they stay in houses the same way regardless.
I was not able to reproduce this issue in other terrains so far, so there might still be something in the terrain which triggers the issue.
On a hosted game the difrference in fps is more around 60% and not the 90-100%,which is still high enough to see the difference.
At this time its probably not useful to invest more of your time into this issue until the issue is confirmed by others. Right now it seems i'm the only one running into this problem. Maybe its not just a combination of AI+the mission but AI+mission+certain hardware or even the OS, who knows.
I will try if i can reproduce the issue on another system too, but as i can already work around this issue as described in previous post, its not that much of a problem anymore.
AI spawn in Manikaua, Baltarni, San de Ropa and patrol around/in houses/towers,...
Zeus enabled
Server FPS is ~40-48
In combat mode ~30-48
Server: 4GB RAM, Xeon E5 2620 2.1GHz (may not be exact because it is VPS)
Combat mode is not much of importance here as long there are no enemies around and then its natural that fps is lower. Its also important that AI is not moving around to see the issue, because moving AI naturally lead to a lower fps.
Doing a
{doStop (units _x)} foreach allGroups
should increase the fps, executing
{(units _x) doFollow leader _x} foreach allGroups
should decrease it.
Moved back to a older version of the mission and suddenly i could reproduce the issue. Strange, something else in the mission must influence if the issue appears.
Turns out that behaviour of the groups is important too. It must be "SAFE" to make this issue appear on full scale. If i have them on "COMBAT" i still see the issue but on a much more subtile scale, around 20% 30% or less.
{_x setBehaviour "SAFE"; (units _x) doFollow leader _x} foreach allGroups triggers a fps decrease of around 50-60% on server side,
{_x setBehaviour "COMBAT"; (units _x) doFollow leader _x} foreach allGroups triggers a fps decrease of around 20-30% on server side,
Just to be sure i want ot mention that these commands have to be executed on server side when using a dedicated server.