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Everything posted by John Kozak
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Umm... Clarify, please?
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Many statements are wrong here as well. Windows mutexes are not busy-wait. And an infinite loop (which is the base of any game/game server) would always occupy ~100% of one CPU core unless held back by some waiting. Netcode also doesn't necessarily require waiting for messages. There is nonblocking network API. Or, if it's blocking one is used, it's usually done in a separate thread. So it can't cause such delays in any case. You guys are trying to argue with actual application development experience by using some homegrown guesses. That's not going to work.
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You are grossly and utterly wrong. Prime95 is a multithreaded application. Get SuperPi (single-threaded Pi calculation benchmark) and try yourself.
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YW ;) I am a C++ Dev myself, and the topic is very interesting from professional viewpoint. There is a free profiler around called AMD CodeAnalyst. We don't have pdb symbols for the server code itself, but we can see the system API calls - like Sleep or WaitForSingleObject (mutex lock stuff). That may give us some onsight on what causes the code to idle the CPU so much. If you or other server owner can run a server with this profiler attached, that may give us some intel on what's happening.
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Please tell us how single thread can be spread to load all cores, looks like we have a breakthrough in OS design :)
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Bad guess - see the first screenshot. Individual cores are loaded less than by 100%.
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Well, previously there was info on this page about a 0.3 ms "sleep" after each command in scheduled env to prevent thread lock-up. That matches the pattern - the more scripts on the server, the less would be the actual CPU load. EDIT: I won't say that the reason is exactly that, but there is definitely something. It is either some Sleep(...) in the code, or lock contention, which causes this behavior. Ideally the main "game loop" should take 100% of single core CPU time, if there's no FPS restriction.
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1 million bullets... Your story of the first 4 weeks of the ALiVE War Room
John Kozak replied to tupolov's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Congratulations, guys, awesome & smooth experience. Solid work. -
I have a strong feeling that the "0.3ms delay" for scheduled scripts. If some "core" scripts suffer from it too - that'd explain everything... Be warned, I'll launch ArmA under VS2013 profiler one day and will find the truth...
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If you're the creator of the ticket, you have an option to close it. There's a button for it near the "Edit" button. That way they both won't show up in "main" view and will be purged from the current monstrous "open tickets" list.
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He needs not to play with scopes only by himself, - he wants to limit it for his server clients Have you tried the new TMR-CSO? It's a variant of TMR designed to have only a few pure-client features enabled, incl. reticles & resting TMR-CSO has a separate key, so you can allow just it.
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ArmA 3 Low-FPS (likely / possible reason)
John Kozak replied to Polymath820's topic in ARMA 3 - TROUBLESHOOTING
His tests had shown exactly what I said. Feel free to think before you post. -
cTab - Commander's Tablet - FBCB2, Bluforce Tracker, UAV, and Helmetcam Interface
John Kozak replied to riouken's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Works for me in a fresh mission with latest VAS. Maybe VAS is in "hardcoded items" "mode" in this particular mission? -
ArmA 3 Low-FPS (likely / possible reason)
John Kozak replied to Polymath820's topic in ARMA 3 - TROUBLESHOOTING
FPS - no, texture pop-ins+FPS jitter+micro-stutters - yes. I'm running ArmA off an OCZ Vector IV. Both A2 and A3 feel much smoother. -
Sorry, my bad - memory fault. Actually I had a problem with civilian rescue boat - does this one have this issue for you? Can you try launching without mods, creating a new profile and see if that helps?
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Yes, they do indeed use the same calculations - it can be verified by using reveal and knowsAbout (markers appear on map after reveal and disappear when knowsAbout drops to zero) That's basically both. They can be thought of as indication for the player how would he see the enemies if he was an AI. Hence, if you see a marked enemy in a position where you couldn't have possibly spotted him - that means an AI in this same situation would see the enemy as well. And yes, AI can remember positions and do estimations - but for AI hearing 10 shots means 10 times more accurate pinpointing than for 1 shot. For player, hearing 10 shots instead of 1 would still give only a general direction.
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Which vehicles are that? I've noticed some civilian vehicles have this animation error (civilian speedboat, police speedboat etc).
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Massive, glaring, unnaceptable Z-fighting issues at di
John Kozak replied to UltimateBawb's topic in ARMA 3 - GENERAL
I don't think the issue is so much with precision as with the way LODs are used. It seems to me that there frequently are two LODs shown simultaneously, one "protruding" from another - creating opportuninty for the bug to appear. May be wrong here. -
Hi, Sonsalt, see PM
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Tutorial: Installation & Configuration of ArmA3 Dedicated Server
John Kozak replied to terox's topic in ARMA 3 - SERVERS & ADMINISTRATION
Depends on 2 things: 1. Whether you can upload DLL addons to your server 2. Whether external TCP connections are allowed Both points are better negotiated with hoster in advance, to avoid nasty surprises -
Detonate in flight within area around truck?
John Kozak replied to shifty_ginosaji's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Wouldn't it create performance problems? A lot of WaitUntils... P.S.This script will never end if the projectile wasn't killed by your HEL MD. Just be beware. -
How to make my HC run all addons
John Kozak replied to total's topic in ARMA 3 - SERVERS & ADMINISTRATION
There's a command line parameter for the client which allows to load the parameters from a text file. I don't remember its exact name (something like -command?), but Play with Six uses it. So, you have 2 options: 1.Start your HC via PwS (easiest option, IMHO - it has "just startup with this config" command line options) 2.Get yourself Process explorer and spy on the command line which PwS uses EDIT: I can think of one more option. Have you tried putting all parameters into a .cmd/.bat script instead of a shortcut? -
That's great news, thank you!
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How to make already activated trigger to affect JIP players?
John Kozak replied to wontialo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
+1, way to go. That also automatically solves the problem with tasks. -
Nice idea with behavior, will use it. Just use my "stealth init" script, but replace the condition. Heavy checks in trigger conditions are discouraged, because they hog performance.