freebirddz Posted July 28, 2019 Posted July 28, 2019 (edited) Hello Folks, Does the use of scripts in MP, affect the performance of the server ? if Yes, how can we optimize that or how to get scenario work without impact on performance ? :music_whistling: Thank you and have fun.:pilotfly: Edited July 30, 2019 by freebirddz
Hardcard Posted July 28, 2019 Posted July 28, 2019 If server performance gets "infected", try using an antivirus :D Now seriously, the number of units / missiles on the map is the main factor to consider. [sIGPIC][/sIGPIC]
feefifofum Posted July 28, 2019 Posted July 28, 2019 (edited) Anything that does anything will affect performance to some degree...as Hardcard says, the number of units running will be the main factor because of their own AIs and because they will have a cascading effect on everything else you've got going on. Running EWRS? 1 unit on the map and 1 EWR site, no problem. Checking the position of 80 aircraft and comparing it to the picture from 20 different EWR sites? Might start to see a bit of a bottleneck. Some units are more processor intensive than others, notably long range SAMs, as they have to constantly check huge volumes of the map for units and compare that unit's behavior against what the system is capable of detecting to determine whether it "sees" the aircraft. A moving unit is more processor intensive than a static one as that unit must constantly check for obstructions and, if necessary, re-route its path around them. Ultimately, it's up to you to find the line between what you consider to be acceptable performance and the volume of units in-game and there's nothing really set in stone. User hardware will also play a huge factor in where that line is. ED are continuously working on netcode and optimizations as the dedicated server matures, so things change over time as well. Edited July 28, 2019 by feefifofum THE GEORGIAN WAR - OFFICIAL F-15C DLC
HC_Official Posted July 28, 2019 Posted July 28, 2019 In my experiences over last few years, SAM's EWR and lots of moving ground units seems to effect performance the most 1 No more pre-orders Click here for tutorials for using Virpil Hardware and Software Click here for Virpil Flight equipment dimensions and pictures. .
ElementLT Posted July 29, 2019 Posted July 29, 2019 This is some good info guys. think i noticed a nice performance hit when I added a couple more EWR's. Coming Soon... The Fraternity Returns : https://thefraternitysim.com/
snowsniper Posted July 29, 2019 Posted July 29, 2019 of course it does. check your script to trigger on specific event and not to test all units and zones every seconds. regarding your script engine (...moose / Ctld/ ATME / MIST / other ...) you must be aware of how to optimize events handlers and not using a timer to test unuseful data when not needed. but this advice : the more unit the more lag, is true, and it is more noticable if you don't care what i said above. i7-10700KF CPU 3.80GHz - 32 GO Ram - - nVidia RTX 2070 - SSD Samsung EVO with LG TV screen 40" in 3840x2150 - cockpit scale 1:1 - MS FFB2 Joystick - COUGAR F16 throttle - Saitek Pro Flight Rudder Pedals
feefifofum Posted July 30, 2019 Posted July 30, 2019 This is some good info guys. think i noticed a nice performance hit when I added a couple more EWR's. Finally checked out your server the other night. You're doing some excellent work in there, happy to help. :) THE GEORGIAN WAR - OFFICIAL F-15C DLC
freebirddz Posted July 30, 2019 Author Posted July 30, 2019 Hhhhh, thank you and sorry for the mistake :P affected YEAH 1. Use less moving ground units. 2. Use less EWR 3. Use Triggers not timers 4. For the use of Scripts engine be aware of how to use events, and continuous reversion of the code. 5. Learn from users feedback Thank you ALL.
Hardcard Posted July 30, 2019 Posted July 30, 2019 1. Use less moving ground units. 2. Use less EWR 3. Use Triggers not timers 4. For the use of Scripts engine be aware of how to use events, and continuous reversion of the code. 5. Learn from users feedback 1. Moving or not, the mere presence of units (even statics) on the map will be the main performance hitter (according to my tests). 2. Sure, EWRs might impact performance more than regular units, but I'd need to run further stress tests in order to confirm it. Contrary to what I thought, enabling AI for AA vehicles (radars included) has a pretty negligible impact on performance (at least that was the case in the stress test mission I created). 3. Depends on the triggers and timers. Continuous or switched condition triggers in ME are as "bad" as continuous schedulers (timers) in scripts. I'd recommend setting up your triggers / scripted schedulers so that they only run when needed. Also, as feefifofum mentioned, be careful with "heavy checks", they might clog the game if you abuse them. But, anyway, in my experience, the number of units / statics on the map will impact performance much more drastically than inefficient combinations of triggers and schedulers. 4. Event handlers are super useful, so, yup, take advantage of them. 5. Generally, yes. However, keep in mind that plenty of users out there aren't computer savvy, they might blame their performance issues on your server when, in reality, the problem is on their end. ;) [sIGPIC][/sIGPIC]
Knock-Knock Posted July 30, 2019 Posted July 30, 2019 1. Moving or not, the mere presence of units (even statics) on the map will be the main performance hitter (according to my tests). Tacview has quite a big impact on this. Will just link to an old post of mine: https://forums.eagle.ru/showpost.php?p=3883943&postcount=6 - Jack of many DCS modules, master of none. - Personal wishlist: F-15A, F-4S Phantom II, JAS 39A Gripen, SAAB 35 Draken, F-104 Starfighter, Panavia Tornado IDS. | Windows 11 | i5-12400 | 64Gb DDR4 | RTX 3080 | 2x M.2 | 27" 1440p | Rift CV1 | Thrustmaster Warthog HOTAS | MFG Crosswind pedals |
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