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[REPORTED] waypoint path marker memmory leak


Skarp

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having several groups 20+ will cause clients f10 map to drop in fps/performance significantly. clients also are unable to hide the path markers of ground units.

 

to reproduce: in tact commander role. set 20+ groups waypoints on the f10map. In client hop in tactical commander and view the f10 map.

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20+ groups and waypoints would generate a huge amount of CPU work to calculate all the routes as well as check every second who can see what, where and how and calculate all the actions involved, no wonder your FPS crashes.

 

Try with less groups, less waypoints and less units?

[sIGPIC][/sIGPIC]

 

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  • 3 months later...

This is in multiplayer and I’m just the client not the server host. I can reconnect to clear the waypoints from the f10 map and it runs fine. But if those waypoint lines show up the f10 map lags.

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  • 1 month later...
  • ED Team

Hey all, happy to report we have a fix for this internally. They have moved the path computations to a background thread, it is much better, although I still see some dips when viewing a long path, we continue to work on these.

 

This fix wasnt verified in time for the upcoming OB, so look for it following this one.

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