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GetWorldObjects (used by tacview and other exports) Performance Improvements


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Posted

Currently GetWorldObjects can take up to 20-30% of CPU, example from dcs.log below.

Would it be possible to add alternative functions or parameters to allow:

  • GetWorldObjectsNearby() - provide only objects within 40nm or similar, to limit the objects
  • GetWorldObjectsAirborneOnly() - only aircraft, which is what alot of people want to see after engagement

Also please prevent sending dead vehicles to GetWorldObjects, there are so many dead vehicles appearing in tacview that don't need to be collected. These are using processing power.

Lastly - can GetWorldObjects call be put on another thread the same way that sounds have been? If it can run without hitting the main DCS CPU it will prevent all of the issues mentioned here.

 

2023-02-26 08:13:02.286 INFO    TACVIEW.DLL (Main): During the last 600.0s an average of 1304 units objects and 2 ballistic objects have been active per frame
2023-02-26 08:13:02.286 INFO    TACVIEW.DLL (Main): The average frame rate of 32.4fps would have been 43.6fps if the flight data recorder was disabled
2023-02-26 08:13:02.286 INFO    TACVIEW.DLL (Main): DCS World simulation is taking 74.3% of CPU
2023-02-26 08:13:02.286 INFO    TACVIEW.DLL (Main):  DCS GetWorldObjects is taking 23.5% of CPU
2023-02-26 08:13:02.286 INFO    TACVIEW.DLL (Main):     Tacview recorder is taking  2.2% of CPU

 

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Pimax Crystal VR & Simpit User | Ryzen CPU & Nvidia RTX GPU | Some of my mods

  • 3 weeks later...
Posted

Bump on this now that MT is out - I noticed no improvement for GetWorldObjects or Tacview. 

Can GetWorldObjects be moved to a new thread as well so that it doesn't slow down the main/bottleneck thread? 

Pimax Crystal VR & Simpit User | Ryzen CPU & Nvidia RTX GPU | Some of my mods

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