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Poor client FPS.


Ghostrider-GRG

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13 minutes ago, He-Man said:

Have you set simulationhandler to false? This is the most important!

Yes, and implemented new server PBO. No difference to users. One point, not sure of relevence but: I do not have client FPS issues, but I never got great performance due to really crap built-in GPU (one reason I'm a server owner/developer I guess). I get my usual 14-15FPS. People with good GPUs are getting less than 5... Is that useful info?

I will take the load_vehicles and let you know in 20 mins... need to smoke half a pack of cigarettes right now

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Ok so if its not the simulation handler, the other major changes since 0.3.8 are:

  • changed initial spawn location to [0,0,0] to speed up object creation

https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server/compile/epoch_vehicle/EPOCH_load_vehicles.sqf#L65

  • disallow vehicle damage

https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server/compile/epoch_vehicle/EPOCH_load_vehicles.sqf#L68

  • 120 second delay in re-allowing and setting damage+hit-points. (To fix issues with damaged vehicles on spawn and disappearing vehicles)

https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server/compile/epoch_vehicle/EPOCH_load_vehicles.sqf#L224-L252

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24 minutes ago, vbawol said:

Ok so if its not the simulation handler, the other major changes since 0.3.8 are:

  • changed initial spawn location to [0,0,0] to speed up object creation

https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server/compile/epoch_vehicle/EPOCH_load_vehicles.sqf#L65

  • disallow vehicle damage

https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server/compile/epoch_vehicle/EPOCH_load_vehicles.sqf#L68

  • 120 second delay in re-allowing and setting damage+hit-points. (To fix issues with damaged vehicles on spawn and disappearing vehicles)

https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server/compile/epoch_vehicle/EPOCH_load_vehicles.sqf#L224-L252

If it helps, I was already using the vehicle immunity functionality of 0.3.8 to protect vehicles for 240s after restart. The code in 0.3.9 was heavily altered though. The use of the old EPOCH_load_vehicles.sqf was the clincher though, since I already had "simulationHandler=false" in my EpochConfig.hpp when I migrated it to 0.3.9

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8 minutes ago, 82ndAB_Bravo17 said:

No FPS issues here (50-70), 185 vehicles or so on map, + SEM + A3EAI + blckeagles missions.

 

I wouldn't have thought that the new vehicles spawn system would have any FPS effect once they have been spawned in and 'damage enabled'.

I've got BlckEagl's, SEM, WAI, A3EAI, Zombies (with COS). I would have agreed if it wasn't that reverting to the old load script dealt with the issue. The bizarre thing is that I, will the crappiest GPU, was actually getting better FPS but others with great GPUs tanked...

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I have tested a lot with this problem.

0.3.9:

- First Login -> fps ok

- simulation for all vehicles is disabled (tested via script)

- Relog after a few minutes -> poor fps

- manually enabled all simulations (via script) -> fps gos up to normal level

- relog -> fps ok

- manually disable all simulations -> all ok

- relog -> poor fps

 

The same I tested with the 0.3.8 file and never had poor fps (same Server, only changed the one file)

So it must be a problem between the Vehicle load AND simulation.

 

Now I stay at the 0.3.8 vehicle load and have simulationhandler enabled with approx 180 Vehicles.

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0.3.9 build 562 pushed live: https://github.com/EpochModTeam/Epoch/pull/570/files
I have done 2 things: 

  1.  Simplified the newer 0.3.9 load vehicles function, as I realized sleep was not needed as allowDamage does not effect scripted damage (per the BI wiki)
  2. Added old load vehicle script and a epochconfig,hpp flag to use it: https://github.com/EpochModTeam/Epoch/blob/release/Server_Install_Pack/%40epochhive/epochconfig.hpp#L62 
    (default is false = use new load vehicles, set to true use old one from 0.3.8.

https://github.com/EpochModTeam/Epoch/releases

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Running this with useOldLoadVehicles = true;

At server startup client FPS has improved from 3-5 to 50+ FPS. I'll check back on the server after 2 hours or so and report back.

Update: no issues  out to 4 hours with up to 20 players, AI running around, ~360 vehicles and 4400 constructed objects.

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