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Posted

So when Petrovich is searching (on ECW/HBCW) there is a heavy stutter that is hurting my brain in VR.
 

 

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Crystal Light • TM AVA • TM Warthog set • TM PTR • RX6950XT • 5800X3D • 128GB
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  • 2 weeks later...
Posted (edited)

I've just tried in a simple SP mission with 100 ground units. I didn't observe any stutter (Ryzen 3700, 64 GB of RAM, 1080 Ti).


fps.jpg

Can you please try this track and tell me if you reproduce the issue?

If not, please attach your own tracks (preferably short ones).

target search OK.trk

Edited by Flappie
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Posted (edited)

i tried your track file and it didn't happen there. for me this happened in heavy multiplayer mission, syria with 20+ players and lots of ground units (dead and alive), after near 1 hour. but also playing the same server another day and it didn't happen at all.

Edited by Alireza.kh
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  • 4 months later...
Posted (edited)
On 2/5/2025 at 8:45 AM, Flappie said:

I've just tried in a simple SP mission with 100 ground units. I didn't observe any stutter (Ryzen 3700, 64 GB of RAM, 1080 Ti).


fps.jpg

Can you please try this track and tell me if you reproduce the issue?

If not, please attach your own tracks (preferably short ones).

target search OK.trk 533.22 kB · 1 download

I made a post in this thread about having the same issue but not being able to reproduce it, but I have deleted it, as after a short amount of thinking outside the box and testing, I have been able to reliably reproduce this and I believe I have found the root cause.

It is caused by a combination of two things:

  1. High numbers of units in Petrovich's line of sight.
  2. The number of objects between the Mi-24P and said units is high (eg. many trees, buildings etc between the Mi-24P and the units)

As a test, I used 200 BTR-82As in a variety of positions, and found the following:

  • With the 200 units in a field, there was no stutter.
  • With the 200 units in a small city, but from the Mi-24Ps altitude (1000-1500ft), each of them only has 1-2 trees/buildings/objects in the way, there was no / very little stutter.
  • With 200 units in a large city, but from the Mi-24Ps position, each of those units has many (10-50+) trees/buildings/objects in the way (between the Mi-24P and the units), then there will be heavy stutter.

This means that using the observe function at low level (< 500 ft) and pointing it at a city filled with units is very likely to cause this issue, as the lower the altitude of the Mi-24P, the higher number of objects there will be between the helicopter and any ground units in the mission. If the Mi-24P is high (> 1000 ft) and "looking down" on the area, then most of the units will likely only have a small handful of objects obscuring them, and the issue will not surface, or at least will not be as bad. This bug can be reproduced both in singleplayer and in multiplayer.

Please find attached three .miz files and one .trk file for testing purposes, as well as a description of each below:

mi24p_observestuttertest_noclutter.miz - 200 BTR-82As are placed in a field to the northeast of the Mi-24P. If observe function is used, there is no stutter or lag.

mi24p_observestuttertest_mediumclutter.miz - 200 BTR-82As are placed in a small city to the northeast of the Mi-24P, with each one obstructed by buildings and trees from the Mi-24P start position. If observe function is used, there is zero, minimal stutter at high altitude (1000+ ft), with medium/heavy stutter at lower altitudes (< 500 ft). The severity is limited due to the smaller size of the city, but the issue is still there.

mi24p_observestuttertest_heavyclutter.miz - 200 BTR-82As are placed in a large city, with many objects between them and the Mi-24P. I also start the Mi-24P at 500ft instead of 1600ft for demonstration purposes. If observe function is used, there is heavy/extreme stutter at lower altitudes (< 500 ft). The lower the altitude, the worse it gets, to an extreme and unplayable level.

I have also attached a track of a flight on the final .miz (60 second duration), which is by far the most egregious one. I hope it helps.

Will be happy to provide more information if required, would really like this one fixed.

Edit, forgot my specs:

CPU: AMD Ryzen 9 7950X3D
GPU: NVIDIA GeForce RTX 4090
RAM: 128GB DDR5

mi24p_observestuttertest_noclutter.miz mi24p_observestuttertest_mediumclutter.miz mi24p_observestuttertest_heavyclutter.miz mi24p_observestutter.trk

Edited by tae.
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Posted

Thanks for your thorough testing!

Devs recently explained to me why, on some maps, Petrovich is unable to detect any target, although they are standing in plain sight (especially over Syria and Cold Ware Germany). The cause is the same: the more terrain objects stand in front of Petrovich, the more trouble he will have finding valid targets. The detection system needs to be optimized.

I'll add your findings to the internal report.

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