wilbur81 Posted November 10, 2022 Posted November 10, 2022 (edited) Doing some testing today and will post tracks later, but it appears to me from my initial findings that vehicles in motion, creating the larger (and newer?) of the various types of dust trails, are having a major impact on framerates on my end. Feel free to do some testing on your own and beat me to track-posting. Simple test is this: Have, say 60 Blue MBT's vs. 60 Red MBT's facing each other, with no movement... then run the mission again with them assigned a WP and watch the FPS difference. Static attacks don't seem to create a huge problem, but when the vehicles start moving, different story. I'm on O.B. 2.8 latest... Edited November 10, 2022 by wilbur81 i7 8700K @ Stock - Win10 64 - 32 RAM - RTX 3080 12gb OC - 55 inch 4k Display
Flappie Posted November 10, 2022 Posted November 10, 2022 Probably linked to this reported issue: ---
RuskyV Posted November 10, 2022 Posted November 10, 2022 It’s seems that any surface capable of reflecting light has an impact on fps, be it reflections off solid surfaces or from smoke..
wilbur81 Posted November 11, 2022 Author Posted November 11, 2022 5 hours ago, Flappie said: Probably linked to this reported issue: Actually, in my tests... there were TONS of visible air to air and Sam missiles in flight with no drops (for me) below 50 FPS (i'm locked at 60 max). However, when vehicles start rolling, the FPS drop intermittently from 60 down into the 30s and everywhere in between. Again, if they are launching junk, but static (not producing dust-wake) there's no penalty. I think this is a separate issue from above as, in my example, the vehicles can be 100 miles from my jet and it impacts the FPS as I've described. The whole "looking through smoke" issue has been around for years and years. i7 8700K @ Stock - Win10 64 - 32 RAM - RTX 3080 12gb OC - 55 inch 4k Display
RuskyV Posted November 11, 2022 Posted November 11, 2022 5 hours ago, wilbur81 said: the vehicles can be 100 miles from my jet and it impacts the FPS This has been an issue for a while, it’s the path finding calculations having to be done by each unit when navigating terrain.. DCS has to track every unit moving in the sim regardless of whether you see it or not. No player bubble is used everything gets calculated even if 400 miles across a map. Add smoke and fancy new lighting into that mix for your CPU to grind through, small tolerances or margins left to play with really…. 1
FusRoPotato Posted November 11, 2022 Posted November 11, 2022 It seems like not all smoke effects are equally impacting FPS. Some of them were causing server crashes on 2.8's initial release, and some are causing major tanks in framerate. I can look through smoke of some missles, and smoke of some exhaust without any apparent problem, but looking through exhaust with FLIR is a huge performance killer. I crashed an AV8B yesterday when my TPOD looked through the tail. I was heading for a mountain and the game nearly stopped responding altogether. Next thing I know, I've made a crater.
RuskyV Posted November 11, 2022 Posted November 11, 2022 1 minute ago, FusRoPotato said: I crashed an AV8B yesterday when my TPOD looked through the tail. I was heading for a mountain and the game nearly stopped responding altogether. Next thing I know, I've made a crater. We have temporary removed the Harrier from our dedicated servers for similar issues as it actually crashes the server. We are also investigating smoke pods as there are rumours these also now effect stability when used.
FusRoPotato Posted November 11, 2022 Posted November 11, 2022 Smoke pods and fuel dump should have been hotfixed last patch, unless there's still an issue with it.
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