ESAc_matador Posted May 1, 2017 Share Posted May 1, 2017 (edited) 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 May 1, 2017 by ESAc_matador Link to comment Share on other sites More sharing options...
feefifofum Posted May 1, 2017 Share Posted May 1, 2017 I've has no issues with huge volumes of stuff going on as long as I'm not trying to host MP and play on the same PC. THE GEORGIAN WAR - OFFICIAL F-15C DLC Link to comment Share on other sites More sharing options...
Pikey Posted May 1, 2017 Share Posted May 1, 2017 I haven't tested in a long time and I know DCS code moves faster than a Mig21 on emmergency AB. I don't really have access to high numbers of players anymore. ___________________________________________________________________________ SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING * Link to comment Share on other sites More sharing options...
ESAc_matador Posted May 1, 2017 Author Share Posted May 1, 2017 I've has no issues with huge volumes of stuff going on as long as I'm not trying to host MP and play on the same PC. Exactly. The problem is the Host... ;) Link to comment Share on other sites More sharing options...
feefifofum Posted May 1, 2017 Share Posted May 1, 2017 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. THE GEORGIAN WAR - OFFICIAL F-15C DLC Link to comment Share on other sites More sharing options...
Drexx Posted May 1, 2017 Share Posted May 1, 2017 (edited) 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 May 1, 2017 by Drexx Developer of DDCS MP Engine, dynamicdcs.com https://forums.eagle.ru/showthread.php?t=208608 Link to comment Share on other sites More sharing options...
ESAc_matador Posted May 1, 2017 Author Share Posted May 1, 2017 That inactivation thing could be very interesting. Link to comment Share on other sites More sharing options...
Pikey Posted May 3, 2017 Share Posted May 3, 2017 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 * Link to comment Share on other sites More sharing options...
Pikey Posted May 3, 2017 Share Posted May 3, 2017 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 * Link to comment Share on other sites More sharing options...
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