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Posted

I ticked on the FPS monitor via Shadowplay and am keeping an eye on it while I test my missions. Trouble is, I'm not sure what a good number to aim for is, because we don't all have the same machines. Here's what I'd like:

 

I'm hoping to create a mission with the correct balance of objects, larger group spawns (momentary lag) and client slots (potential additional objects used by players) to allow the majority of serious players, at least, to play and enjoy the mission on, let's say, the High display preset or maybe slightly less. I bring it up because until I built a new computer recently, I was playing on an Alienware M18X R1 laptop and while it worked, I did create a few simple missions that forced me down to a very limiting display setting to make it playable and I don't want anyone else to run into that. I am testing on the High display preset setting right now, fullscreen.

 

My system specs should be in my signature, but basically I'm using an i7-7700K, EVGA GTX 1080 SC2 and 16BG ram.

 

Thanks!

The State Military (MAG 13)

 

[sIGPIC][/sIGPIC]



 

SHEEP WE-01

AV-8B BuNo 164553

VMA-214

Col J. “Poe” Rasmussen

http://www.statelyfe.com

 

Specs: Gigabyte Z390 Pro Wifi; i9-9900K; EVGA 2080 Ti Black; 32GB Corsair Vengeance LPX DDR4; Samsung 970 EVO Series M.2 SSD; WIN10; ASUS VG248QE; CV-1 and Index



Modules: A-10C; AV8B; CA; FC3; F-5; F-14; F-18; F-86; HAWK; L-39; P-51; UH1H; NTTR; Normandy; Persian Gulf

Posted

It's unanswerable and you answered the reason why. Additionally;

-Your testing FPS doesn't represent a connected clients experience

-Shadow play smooths out the dips, the internal FPS counter shows the microstutters more obviously.

- A connected client doesn't have either the same hardware or the same CPU task as the server.

- Latency and packet loss can come into it

 

Additionally, spawning here and there is mostly meaningless, each connected client will change and exaggerate the effects of any CPU workload as the server pumps out the network to them. 1 moving group becomes a multiplicative effect between 1 and 60 clients as the server tracks each movement and sends unit updates. Every mission and connected client is a unique footprint of load, less is more, but not in equal measures.

___________________________________________________________________________

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

Posted
It's unanswerable and you answered the reason why. Additionally;

-Your testing FPS doesn't represent a connected clients experience

-Shadow play smooths out the dips, the internal FPS counter shows the microstutters more obviously.

- A connected client doesn't have either the same hardware or the same CPU task as the server.

- Latency and packet loss can come into it

 

Additionally, spawning here and there is mostly meaningless, each connected client will change and exaggerate the effects of any CPU workload as the server pumps out the network to them. 1 moving group becomes a multiplicative effect between 1 and 60 clients as the server tracks each movement and sends unit updates. Every mission and connected client is a unique footprint of load, less is more, but not in equal measures.

Ok, thanks for the reply. Do any mission-builders concern themselves with performance? I mean aside from creating huge formations of aircraft is ground vehicles certain to bog down the mission. If so, how are these considerations addressed? Best practices?

 

Or should I just ignore it, ?

The State Military (MAG 13)

 

[sIGPIC][/sIGPIC]



 

SHEEP WE-01

AV-8B BuNo 164553

VMA-214

Col J. “Poe” Rasmussen

http://www.statelyfe.com

 

Specs: Gigabyte Z390 Pro Wifi; i9-9900K; EVGA 2080 Ti Black; 32GB Corsair Vengeance LPX DDR4; Samsung 970 EVO Series M.2 SSD; WIN10; ASUS VG248QE; CV-1 and Index



Modules: A-10C; AV8B; CA; FC3; F-5; F-14; F-18; F-86; HAWK; L-39; P-51; UH1H; NTTR; Normandy; Persian Gulf

Posted

My .02c; don't worry about it until it becomes a problem.

 

Unless you're starting to work on a whole-country or whole-map scale you're not likely to run into too many issues. You can address the stuttering when new airframes are spawned in by placing a static object or uncontrolled aircraft somewhere off the map relative to your mission. The smooth spawning comes at the expense of a longer load time on the front end, but in my opinion it's the lesser of the two evils until things are sorted.

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