03.12.2013, 09:34 | #901 (permalink) |
Gebe ich dir voll und ganz recht ich bin so wütend, will aber hier gar nicht erst anfangen mich auszulassen. Danke für die neue Version. anjan |
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03.12.2013, 12:34 | #903 (permalink) |
Registriert seit: 09.04.2013
Beiträge: 66
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Hi All;
Xeno wrote: "The test itself, with more players, failed. Nothing changed, as soon as the player numbers rise, FPS go down to hell." It is what I wrote on BI forum, Each client connected = -2 server fps, so server fps with 20 players = 50 - (2*20) = 10 fps. It must be some network code issue because server fps drops straight after player is connected. Those are my thoughts... Xares Geändert von Xares (03.12.2013 um 12:38 Uhr). |
03.12.2013, 12:54 | #904 (permalink) |
Registriert seit: 03.01.2008
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It's not only the network code which is piss poor in A3 but there are also other clientside performance issues. When a few AI units started to fire at me while testing my FPS went down to 10-15 FPS for a few seconds (while server FPS were still very high, above 40). Either the particle effects caused that (poor performance when particle effects come into play are an issue of the engine since OFP) or the animations caused it (when hit, shrug) or the firing itself caused it. And sadly many system are bound to FPS like firing cadence of your rifle (gets lower when FPS drop), scripting engine, etc. But yes, the poor server performance with many players was introduced in A3 and especially with Altis. Probably because of the size of Altis the server has to send much too much data to clients because, like already written, clients get simulation updates even for sim objects those clients probably will never see during the mission (the island itself has also many simulated objects, afair). The more players, the more the server has to check each simulation object for each client (objects further away from a client get less sim updates). But that's just guessing here. Tools for profiling won't solve it, it's an engine issue that has to be fixed first and asap and not in one or two years. Though I'm quite happy that maxFordingDepth for the Hellcat was tweaked with todays update. Xeno
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In arma everything is made of refined explodium, armored with wet paper towels. Geändert von Xeno (03.12.2013 um 12:57 Uhr). |
03.12.2013, 20:18 | #905 (permalink) |
Hi Xeno,
mir sind da ein paar Sachen aufgefallen. Das der RT 8-10 Sprengladungen braucht, bis er fällt (Ist aber schon eine weile lang so seit nem Arma 3 update vor geraumer Zeit). Die Namen der Spieler auf der Map nicht angezeigt werden. Im Editor werden sie angezeigt aber auf der Kiste nicht. Ist das so gewollt oder sind das Bugs? Dann habe ich noch eine Frage an die Runde, und zwar geht es um den Headless Client und die Schwierigkeitseinstellungen der KI. Ich kann in der Profile Datei einstellen was ich will, ich bekomme immer nur ne aimbot KI zustande. Mods helfen da nicht wirklich weiter. Kennt jemand eine Lösung für das Problem? Gruß anjan |
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04.12.2013, 09:25 | #906 (permalink) |
Registriert seit: 27.08.2013
Beiträge: 22
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Confirm - Nametags on map dont work (havent worked for the last couple of versions).
Also someone updated kegetys spectate script so all funktions working again. Modified Kegety's spectator script for A3 - v 1.0 |
04.12.2013, 10:07 | #907 (permalink) |
Registriert seit: 03.01.2008
Alter: 84
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I've found out what's causing massive client FPS drops in towns, destroyed buildings.
During a test I placed my client in the middle of the main target and left my PC for an hour. Once I came back client FPS were down to 8-9 FPS, server was still running with 40+ FPS. Some of the buildings nearby were now destroyed (I guess grenades fired at me or arty). AI was still firing at me. So I teleported somewhere else on the island and client FPS went up to about 50 again. Then I killed all AI units in the town with scripting and teleported back to the same place in the main target. And guess what, client FPS went down to 8-9 again while the server was still running with 40+ FPS. Server RPT had many of those entries: @[HUD]Dorph I know that nametags don't work but haven't had any time to check why they suddenly stopped working. But what does not work in my spectating version? @Anjan-Riot Dann muss sich was an der Satchel Config im Spiel geändert haben. Xeno
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In arma everything is made of refined explodium, armored with wet paper towels. Geändert von Xeno (04.12.2013 um 10:10 Uhr). |
04.12.2013, 10:34 | #908 (permalink) |
Registriert seit: 12.08.2013
Beiträge: 45
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I've been saying for weeks (since you said about the duplicate ruins and the real model being moved underground) that it's to do with ruined buildings. Since we found that FPS drops are often linked to artillery strikes in towns.
Geändert von Tankbuster# (04.12.2013 um 10:37 Uhr). |
04.12.2013, 11:34 | #909 (permalink) |
Registriert seit: 27.08.2013
Beiträge: 22
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[quote=Xeno;464874]But what does not work in my spectating version?/QUOTE]
Unit Tags / Filter Ai / Filter Unknown(dead) I also remembers missile view (way back) that you actually saw the impact and the burning target, while now the view flyes passed the impact-point. Geändert von [HUD]Dorph (04.12.2013 um 11:37 Uhr). |
04.12.2013, 19:13 | #910 (permalink) |
Registriert seit: 03.01.2008
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The funny thing about my test today was that there were just a few buildings (probably 4 or 5) destroyed (first AO). And at least one ruin type causes a drop to FPS below 10 (or massive client FPS drop). So it's not even the number of destroyed buildings which causes the problem but probably a specific type. What's funny is that there was nothing in the client RPT but only the server RPT contained those Ref to nonnetwork messages. Anyway, still doesn't solve the problem that more players cause massive Server FPS drops. Because what I wrote about was just a client problem while the server was running with high FPS. Xeno
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In arma everything is made of refined explodium, armored with wet paper towels. Geändert von Xeno (04.12.2013 um 19:15 Uhr). |
04.12.2013, 21:25 | #911 (permalink) |
Registriert seit: 03.01.2008
Alter: 84
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Except unit tags the other ones should work just fine (the spectating version you've linked uses older code than my version). Unit tags are enabled now in Dom too. This is most likely because rockets penetrate the target, bounce and fly somewhere else, I guess. I should update to the spectating version I've made for ACE one day (it uses per frame execution and is a thousand times better than all other available kegs spectating versions). But I don't know if it is worth it just for admin spectating. Xeno
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In arma everything is made of refined explodium, armored with wet paper towels. Geändert von Xeno (04.12.2013 um 21:28 Uhr). |
04.12.2013, 21:35 | #912 (permalink) |
Registriert seit: 03.01.2008
Alter: 84
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Ok, this is now really the last version until BI finally wakes up and improves MP (though I still doubt that it'll happen anytime soon seeing how long they need to make just a few single player missions for campaign episode 2...). And I can't stand main targets filled with Ifrits with destroyed wheels anymore...
Download 2.99u Xeno
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In arma everything is made of refined explodium, armored with wet paper towels. Geändert von Xeno (04.12.2013 um 21:39 Uhr). |
04.12.2013, 22:12 | #914 (permalink) |
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Ja ja, ich weiß, aber man gibt die Hoffnung ja nicht auf das sich was ändert obwohl man eigentlich weiß das sich nichts ändern wird weil der Verein aus Böhmen immer Jahre braucht und nur nach genügend Druck überhaupt was anpackt. Anyway, ist wirklich die letzte Version bis ich im Changelog mal was zu MP lese was interessant ist, und nicht bloß lahmes Geseire in SITREPs um die Leute zu vertrösten. Mehr als das was in der Mission drin ist lässt sich performance technisch nicht mehr aus der Engine raus holen, dafür brauch ich auch keine Profiling Tools mehr da die Mission mit ein paar Spielern ja perfekt läuft (bis auf die tollen üblichen MP Probleme wie z.B. das weiter o.a. MP Ruins Problem und einstellige Client FPS). Xeno
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In arma everything is made of refined explodium, armored with wet paper towels. |
05.12.2013, 10:13 | #916 (permalink) |
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No (at least not from me). Performance problems caused by destroyed buildings/ruins were already reported a month or two ago in BIF. It's their problem to get their asses up and fix it. Xeno
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In arma everything is made of refined explodium, armored with wet paper towels. Geändert von Xeno (05.12.2013 um 10:15 Uhr). |
05.12.2013, 23:58 | #917 (permalink) |
Registriert seit: 03.01.2008
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Topic closed. After seeing that weird BIS announcement (arma 3 content creation contest) where people who will win the money will most likely somehow use something from me and others (at least what they've learned), in whatever way, I'll stop modding immediately which means, no Domina updates anymore.
Modding was always a hobby and not about money and especially in the Arma com it was about helping each other (even though we sometimes had fights about totally stupid issues but in the end we were still friends). What will happening now is that some assholes take what they've learned from others and will make it into money (like those YT parasites) but won't give anything back. The spirit is completely gone now. Thanks BIS for killing a once great community. Well done! Xeno
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In arma everything is made of refined explodium, armored with wet paper towels. |
Stichworte |
domination, domination arma³, opa xeno, terpmussbwmodmachen, xeno dominus est, xeno wechseljahre, xeno weibliche hormone, xenoichwilleinkindvondir, xeno_goes_feminin |
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