Grumpy Old Man 3548 Posted July 6, 2016 Hey folks, maybe I'm going bonkers, everytime I'm using the performance test since I changed to the Apex sneak preview it looks like this: Completely fails its purpose, never iterating more than one run of the code snippet. No matter if with mods or without on an empty mission, always looks like this. Even running Bis_fnc_codePerformance gives the same results. ["3+3"] call BIS_fnc_codePerformance; Am I the only one? Did I miss something? Cheers Share this post Link to post Share on other sites
kylania 568 Posted July 6, 2016 Does it need to be more than just a single operation? Do you get the same results if you put in a function or code block? Share this post Link to post Share on other sites
R3vo 2654 Posted July 6, 2016 You don't happen to use the editor in multiplayer? Share this post Link to post Share on other sites
Grumpy Old Man 3548 Posted July 6, 2016 Yeah, MP 3d editor, why? Worked fine before. _result = diag_codePerformance [{3+3}, 0, 10000]; Does the same, returns [0,1], as in 0ms, 1 cycle. There has to be something off? Cheers Share this post Link to post Share on other sites
Grumpy Old Man 3548 Posted July 6, 2016 Just tried it in singleplayer, working fine there. That's a bummer, so now when I want to optimize code I have to somehow do this in SP editor? Weird. Cheers Share this post Link to post Share on other sites
revide 33 Posted July 6, 2016 Yes you do. Officially it's been made due to security reasons. Imagine one would build that command in a MP mission accidentally. Running 10k times a command which could be potentally CPU intense would lead to hard loss in overall performance. Share this post Link to post Share on other sites
Grumpy Old Man 3548 Posted July 6, 2016 Security reasons are fair and all, read the wiki comment by kk. This is the result from single player, returning the measured runtime average over 10000 cycles. Still, the function doesn't work even for one single cycle in MP (see screenshot in earlier post) since it always returns exactly 0ms run time. This can't be right. There has to be a way to enable it to work like in SP when being in the editor, no matter if SP or MP. I fail to see how someone accidentally building it into a mission is a valid argument, since it's available through the editors debug console button (lower left corner). If someone's using diag_codePerformance or BIS_fnc_codePerformance without knowing what these commands do they shouldn't be making any missions in the first place. Cheers Share this post Link to post Share on other sites
Grumpy Old Man 3548 Posted July 9, 2016 Seems to be working again in MP editor, as of 1.62.137464. Runs for one cycle with proper results. Cheers Share this post Link to post Share on other sites