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Posted

Hello Fellows...

 

there is something happening in a mission I made, there are around 400 units, mostly ground units, no more than 10 radar and SAM systems, around 10-12 planes, but mostly tanks and Infantry.

 

Is it too much?? it happens that as time goes by, the mission (for the server) start to slutter, and the lags more intense...

 

IT has many scripts.

 

Mist

Moose

Suppression fire

Detection IR

CTLD

CAS and Recon (made by me, but there are no loops, is just orders)

EWRS

Dynamic Defense Script (mine too)

 

It seems like there is some memory liking... ANy suggestion?

Posted

I am doing some tests, using my laptop as server... Everything is much more smooth!!! I put it lowest resolution and also I am running it in F10 mode! that works way better!

Posted (edited)

I use Render3D=False on my server; it runs with an old GTX series 5xx card. This is the content of the ..\DCS\Config\autoexec.cfg -

options.graphics.maxfps = 30
options.graphics.render3D = false
if not net then net = {} end
net.download_speed = 1024*1024
net.upload_speed = 256*1024

 

 

Back in the old v1 days I ran into a unit ceiling around 800, but not anymore. Some of my missions push that, even.

 

WC

Edited by Wrecking Crew

Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.

Posted
I use Render3D=False on my server; it runs with an old GTX series 5xx card. This is the content of the ..\DCS\Config\autoexec.cfg -

options.graphics.maxfps = 30
options.graphics.render3D = false
if not net then net = {} end
net.download_speed = 1024*1024
net.upload_speed = 256*1024

 

 

Back in the old v1 days I ran into a unit ceiling around 800, but not anymore. Some of my missions push that, even.

 

WC

 

It goes much better like this, than only in my cpu. I'll check the render thing....

Posted (edited)

I used to play the ground commander/ game master in our squad campaign and noticed in pre 1.5 missions, that giving more than 3 groups orders to move to a certain place or along a road causes terrible lags after about an hour. So I limited myself to have at most 3 groups moving at the same time and this prevented the lag.

 

I hope this improved in 1.5. since we just wanted to continue the campaign after a longer break, but your report doesn´t give me much hope. In this regard is CA and mulitplayer a real joke.

 

We use a dedicated server machine, with a graphic card (don´t know which one. but we just moved onto a new machine last fall) have the server also a minimum grphic settings and set to F-10 map. Usually we have 10 clients and around 300-500 ground units and lag sets in after one hour, when about 5 ground groups are moving at the same time.

Edited by SNAFU

[sIGPIC][/sIGPIC]

 

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Posted

In blue flag we have more than 2000 units in the mission.

 

after taking care of the normal issues such as using a dedicated server, using no rendering etc..

You should consider DCS limitations -

- number of moving ground units.

- number of clients.

- time the mission runs (suggest to restart every now and then, depends on the above 2 how much time to restart by).

- hard running scripts.

- graphics setting the server restricts, this directly affects clients with low end computers, eventually they will be the main cause for lag.

 

There's probably some more I forgot to mention.

Posted

Interesting to read these experience...

 

I notice that you can have almost unlimited static units and that many the active AI does cause performance issues, so I limited myself to 300-600 active units (I wrote a little script which removes all non-essential groups and counts the units after mission start to better control performance) but have no limit for statics.

 

Are these 2000 units active units or active units with switched off AI or statics?

[sIGPIC][/sIGPIC]

 

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Posted

Because of the format Blue Flag runs in, At a given state the maximum amount that are spawned will be half.

it does not include dynamically spawned groups done by CTLD and other scripts.

 

There are around 50 units with switched off AIs that have the AI being switched on in relation to the running campaign.

 

Blue flag usually runs with around 60 players stable for 3 hours cycles.

Posted
I use Render3D=False on my server; it runs with an old GTX series 5xx card. This is the content of the ..\DCS\Config\autoexec.cfg -

options.graphics.maxfps = 30
options.graphics.render3D = false
if not net then net = {} end
net.download_speed = 1024*1024
net.upload_speed = 256*1024

 

 

Back in the old v1 days I ran into a unit ceiling around 800, but not anymore. Some of my missions push that, even.

 

WC

 

 

Hello Wrecking...

 

I cant find this file... are you sure it is in that path?

Posted
Hello Wrecking...

 

I cant find this file... are you sure it is in that path?

 

You have to create it.

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Posted

yes, in your Saved Games folder in the DCS\Config folder, autoexec.cfg.

 

WC

Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.

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