Mohamengina Posted May 21, 2023 Posted May 21, 2023 It's well known in DCS that having ground units move drastically impacts game/server performance leading to the current state of the game where air to ground missions are done against groups of non-moving targets. Has there been any updates on working to improve this? If not could I request that the devs give us one?
draconus Posted May 22, 2023 Posted May 22, 2023 On 5/21/2023 at 5:37 AM, Mohamengina said: Has there been any updates on working to improve this? Multithreading was added in version 2.8.3. You're gonna ignore it just like that? Win10 i7-10700KF 32GB RTX4070S Quest 3 T16000M VPC CDT-VMAX TFRP FC3 F-14A/B F-15E CA SC NTTR PG Syria
harv Posted May 22, 2023 Posted May 22, 2023 (edited) 7 hours ago, draconus said: Multithreading was added in version 2.8.3. You're gonna ignore it just like that? But, how does the ED team plan to use this extra bandwidth to improve the behaviour of the ground units? It would be great to see them act in a more believable manner rather than combat resembling a target range. Edited May 22, 2023 by harv
evilnate Posted May 30, 2023 Posted May 30, 2023 AFAIK, current version of MT divides logic and graphic tasking. They are planning to partition more down the road. Also planned for future is better path finding for ground units. If that information isn’t answering your question, what kind of ground unit behavior are you expecting?
Mohamengina Posted June 4, 2023 Author Posted June 4, 2023 Don't really see any servers with dynamic ground battles happening and one of the reasons that's cited when you ask why is because doing so has a huge impact on performance. Evilnate's answer pretty much explains how this is going to be addressed further down the line but an update on progress from the devs would be good on how that's going. 2
draconus Posted June 4, 2023 Posted June 4, 2023 Servers do not have MT version yet afaik. Win10 i7-10700KF 32GB RTX4070S Quest 3 T16000M VPC CDT-VMAX TFRP FC3 F-14A/B F-15E CA SC NTTR PG Syria
shagrat Posted June 11, 2023 Posted June 11, 2023 Am 22.5.2023 um 14:40 schrieb harv: But, how does the ED team plan to use this extra bandwidth to improve the behaviour of the ground units? It would be great to see them act in a more believable manner rather than combat resembling a target range. They already did, but nobody noticed... Line Abreast Formation uses fire & maneuver since quite some time ago. Critical damage affects individual units since years, as in speed reduced the most recent update to that is the change to damaged and incapacitated units smoking now. Pathfinding has gone through lots of improvement over the last decade... The point is, mission makers need to balance the fact, that pathfinding and monitoring a dynamic "sensor zone" around a moving unit is an additional calculation that uses up some performance, vs the number of parallel units on a large multiplayer server. If you place a couple hundred units actively roaming around each airport and multiple front lines and mission goals, all over the map, you will need more compute power to cope with that, than placing groups in fixed positions waiting to be killed. This isn't something that will magically change. Only way to address this is to script deactivate ground unit AI while no players are near an area and activate again, when players get in range. Have a limited number of convoys or advancing units any given time. Also splitting graphics and logic should not be relevant for a dedicated server, as there is no "graphics" rendered on the server. 1 Shagrat - Flying Sims since 1984 - Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)
harv Posted June 12, 2023 Posted June 12, 2023 I think it would just be so cool if after the initial dispersion from coming under fire, they then continued to evade - even retreating in some cases. This would add much immersion when flying the A-10 and some of the helicopters. 1
Gunfreak Posted June 12, 2023 Posted June 12, 2023 2 hours ago, harv said: I think it would just be so cool if after the initial dispersion from coming under fire, they then continued to evade - even retreating in some cases. This would add much immersion when flying the A-10 and some of the helicopters. You can script AI to retreat after suffering so so many casualties. Yeah would be much quicker and easier if you could just add it quick under group options instead of adding lines of triggers. i7 13700k @5.2ghz, GTX 5090 OC, 128Gig ram 4800mhz DDR5, M2 drive.
harv Posted June 12, 2023 Posted June 12, 2023 2 hours ago, Gunfreak said: You can script AI to retreat after suffering so so many casualties. Yeah would be much quicker and easier if you could just add it quick under group options instead of adding lines of triggers. I didn't know this. Thank you. I think it should be the default behaviour for all ground units, as should dispersal under fire
shagrat Posted June 16, 2023 Posted June 16, 2023 Am 12.6.2023 um 14:01 schrieb harv: I didn't know this. Thank you. I think it should be the default behaviour for all ground units, as should dispersal under fire AFAIK dispersal under fire is the default. You need to add a setting, to deactivate dispersal and you can adjust the time they wait before moving, again. Mission creators though intentionally deactivate this to have attacking groups "push" to the objective, or force breaching through an ambush. I know that I do it most of the time, if the mission demands it. 1 Shagrat - Flying Sims since 1984 - Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)
vracan Posted March 1, 2024 Posted March 1, 2024 Playing on servers with static ground units is getting so old for me. Makes me wanna go back to warthunder where you at least feel like you are in a battle and not doing target practice. Anyone know of any servers where units actually move before I depart DCS and go back to simplified flight dynamics(unfortunatley)?
SharpeXB Posted March 1, 2024 Posted March 1, 2024 1 hour ago, vracan said: Playing on servers with static ground units is getting so old for me. Makes me wanna go back to warthunder where you at least feel like you are in a battle and not doing target practice. Anyone know of any servers where units actually move before I depart DCS and go back to simplified flight dynamics(unfortunatley)? DDCS has moving (player controlled) ground units and so does Contention I believe. i9-14900KS | ASUS ROG MAXIMUS Z790 HERO | 64GB DDR5 5600MHz | iCUE H150i Liquid CPU Cooler | ASUS TUF GeForce RTX 4090 OC | Windows 11 Home | 2TB Samsung 980 PRO NVMe | Corsair RM1000x | LG 48GQ900-B 4K OLED Monitor | CH Fighterstick | Ch Pro Throttle | CH Pro Pedals | TrackIR 5
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