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Amount of gtoups moving limita


ESAc_matador

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I know there is an issue when many groups are moving.

 

Has this been improved?

 

And most important... I read once that someone made a script to allow no mor thatn ten groups moving at the same time to aboid sluttering... Anyone knows about this?


Edited by ESAc_matador
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Yeah, I haven't found a hard number, and as one might expect, the higher the volume of clients you're hosting the more likely you are to have issues.

 

I can say I have recently hosted a map on my personal PC (i7 4820/16GB DDR3) for 4 players with 100+ triggers, four "patrol" groups with about 100 waypoints each, and ~40 other individual vehicles and groups of vehicles that move when triggered, in addition to what I would guess at around ~200 active armor and air defense vehicles without waypoints. This included ~5 SA-10 systems, 2 SA-11 systems, 2 SA-15s, an SA-13, and an SA-19. Was testing triggers with a few guys from my group and didn't want to bother sending it over to the dedicated server as I was just going to be making changes.

 

I wouldn't say it was running smooth as butter, but I didn't have any major issues. We were also running MiST, CSAR, and CTLD scripts.

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From working on my map for months (dynamic causasus & dynamic red dawn), its between 40-60 moving&shooting units, stationary units you can have a lot more, and even more than that if you code in turning off the ui when clients/enemy AI aren't around, even though I didn't test after I built my dedicated server off my old gaming rig, us 16agr went against the f99th with over 30 players and 40+ tanks and units, no issues on the server, I think it can handle the full 42 player limit right now (fiber connection too)

 

I have hundreds of units on my map (f10 map has issues.... pretty stupid)


Edited by Drexx

Developer of DDCS MP Engine, dynamicdcs.com

https://forums.eagle.ru/showthread.php?t=208608

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One biggy on moving groups is route calculation. If you have a CA slot and someone gives them an order on road across the map, you are likely to have a judder no matter how little units you have. If the paths are pre-ordained it should be fine, then you are looking at pure numbers and the constant detection algorithms, like visual range checks for each unit on any other enemy unit, or radar, etc. There seems to be limitations with firing units too. I once setup 100 tanks vs 100 tanks and tried to fly over it as the misison launched. It caused a stop for 2 seconds then started to even out with little stutters. I've now idea how that would turn out with 1, 5, 10 or 40 clients, but I don't think well.

___________________________________________________________________________

SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *

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Turning off AI when players not near has been discussed, generally turning off AI stops a lot of processing, including the expensive detection checks. Managing how or when, is a different question, the code to check each unit for distance to a player might just preclude it being an option.

That inactivation thing could be very interesting.

___________________________________________________________________________

SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *

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