Jump to content

Recommended Posts

Posted

I’ve been checking the Tacview wiki and found that the root cause of performance issues in DCS seems to be how active objects are enumerated and passed via Lua. 

Tacview exporter is now fully multithreaded C++, using less than 1% CPU on the main thread, with all the heavy stuff (telemetry fusion, data cleanup, compression, network telemetry) handled in the background.

The real bottleneck? The LoGetWorldObjects() function (it’s the only option available), can’t be split across frames, and gets super inefficient with lots of objects.

The way to fix it would be a new API from DCS that’s more selective, progressive, and efficient for enumerating objects. This could minimize load and spread it over multiple frames, boosting performance for everyone using Tacview (and potentially other exporters)

Any chance you could look into implementing something like this? It’d be a huge win for the community! 

Thanks!

  • Like 2
Posted

I only understood some of those words but I hope you're right.

I stopped using tacview for a few reasons and the performance was on the top of the list.

  • Like 1
Posted
4 minutes ago, Czar66 said:

I only understood some of those words but I hope you're right.

I stopped using tacview for a few reasons and the performance was on the top of the list.

I feel you, man. Same here. I only enable Tacview when I really need to analyze a mission I consistently fail.
My source is the Tacview wiki: https://tacview.fandom.com/wiki/FPS_Loss_While_Recording_Your_Flight_in_DCS_World
I spoke with the developer on Discord a while back, hoping for some updates, but no luck. Everything suggests Tacview 2 will face the same performance issues.

  • Like 1
  • Thanks 1
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...