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dr. hladik

Former Developer
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Everything posted by dr. hladik

  1. dr. hladik

    What limits the server?

    This testing is very unfortunate, AI needs some time to initialize (paths, sensor grid,...). The more AI in a map is, the more time it takes.
  2. Steam: Previous betas are now also available. See Arma 2: Operation Arrowhead Beta -> properties -> Betas
  3. Can be ignored. ---------- Post added at 10:11 AM ---------- Previous post was at 10:09 AM ---------- I'm sorry for this inconvenience, but as was writen in http://forums.bistudio.com/showthread.php?175463-End-of-Gamespy, we need to introduce and test new steam solution.
  4. Thank you for your feedback, it will be changed.
  5. > Edit: I restarted the steam and now it's OK. I have 35 fps in devbuild too. Strange... So, does anyone still has problems?
  6. dr. hladik

    A storm is coming (Arma 3 Zeus DLC)

    > what the fuck? instead fixing the MP where many players have to struggle with FPS problems... > ...spend some time on removing copy pasted stuff so we can finally play with more than one reskinned army... Different developers, different tasks... Zeus did not take any resources from what you have mentioned.
  7. dr. hladik

    v1.10 Hotfix Still Lagging Behind v1.08 Performance

    Hi, work is progressing.
  8. - Efficiency of soldier's armour and headshots is work in progress and will be changed. But also please do remember AAF soldiers do have ballistic armour. - Stealth: If they are shooting, they saw you. Consider this - how often YOU attack /spot enemy that is 200m far?
  9. Thank you, will test it tomorrow.
  10. I plan to check it (assign somebody).
  11. dr. hladik

    Multiplayer not in playable state

    report: in progress - Dead bodies optimization - server: multi-threaded error computation ---------- Post added at 10:26 AM ---------- Previous post was at 10:21 AM ---------- No. Those are heavily adjusted to DayZ gameplay. Natural we watch what is done in DyaZ and if anything can be used in A3, it is merged.
  12. report: Dead bodies optimization is in progress.
  13. dr. hladik

    Multiplayer not in playable state

    rev 113205 http://community.bistudio.com/wiki/Performance_Profiling - was enabled for dev branch. DS writes results to RPT.
  14. rev 113205 http://community.bistudio.com/wiki/Performance_Profiling - was enabled for dev branch. DS writes results to RPT. > Pythos town with 40 AI in the town - 45-60 fps - GPU usage 55% > Multiplayer with 35 players and 70 AI before the fight - 50 fps - GPU usage 50% > Multiplayer with 35 players, 70AI most of them dead - 25fps - GPU usage 30% Could you please send me profiler results? (Copy all button will export it clipboard)
  15. dr. hladik

    Multiplayer not in playable state

    I don't really see the need for a test mission created by BI. Obviously you have missions that have a problem with FPS and we need to identify it. One more mission will not help. I don't know if it is because of mission or something else, but I would really appreciate exact mission name and version so I can start my own server with it. It would be really silly if I was testing some other mission, that is for some reason less prone to have low FPS. edit: And the most awesome thing would be, If you could recommend some mission that had no problems in A2 but has problems in A3.
  16. dr. hladik

    Multiplayer not in playable state

    > Our Nopryl server have the same issue as most others it seems :(. Not really much informative. What mission? Link for download? How many objects is there in the mission (entities command)?
  17. dr. hladik

    Multiplayer not in playable state

    > Why would a dead object, not moving, not changing state create more processing-data > than something that is alive. That must be an engine issue Dead body and weaponHolders are still networkObject that you can interact with.So they take some performace. Much less than normal soldier, but if there are hundrets of them... (Not saying that this is the only cause, I still remember I promised you some lite version of profiler for DS... ) > If it is a requirement of a mission to delete such objects to maintain a playable state, then the engine should deal with it automatically. Engine cannot know, what units it can delete. What if mission needs you to take rocket launcher from some dead body? > They halve going from singleplayer to multiplayer, even on an empty domi server that just started. Please, without link to a mission it is really hard to test it :). > Today I was shot twice by enemy spotter with hand gun when driving M2A1 Slammer as commander, IT simply SUX ! Please move it to http://forums.bistudio.com/showthread.php?159710-AI-Discussion-%28dev-branch%29
  18. dr. hladik

    Multiplayer not in playable state

    > We play often for hours and over time the client pc loses fps to the point of unplayability too much. This sound like that mission is not deleting some dead bodies/wrecks/weapon holders. > Low FPS on server. Will not cause Low FPS on client, but units simulated on server will be laggy. Usually if something is slowing down server, it will slow down client as well - units owned by server are also simulated (!limited simulation) on client, so the game can predict what will they do.
  19. dr. hladik

    Multiplayer not in playable state

    Will try to provide some profiler for dev. version of DS.
  20. dr. hladik

    Multiplayer not in playable state

    >> Missions like Domi tend to munch a lot of resources. Using something like that for repro is crazy because of all stuff running. It would be nearly impossible to nail down the issue No, I don't expect simple repro like place 5 tanks, 3 dogs and 1 cat, but at least precise info about mision name, version, server name and min. number of players. FPS is low, is not really helpfull. >> Regarding scripting, most of the "bad scripting" you can do should not affect performance Not true. Time for scripts is limited, but if you create tons of events, or don't delete destroyed vehicles, you will kill FPS. edit: Also, does it affect only server or client as well? edit2: >> I can say that each player-client connected = -2 server fps. So 20 players = 50-(2*20)=10 server fps. So what is bigger FPS eater? Number of AI, or number of players? edit3: any server logs? edit4: Both Altis and Stratis have this problem?
  21. dr. hladik

    Multiplayer not in playable state

    Hi, I'm really sorry, but this does not really help us to identify the problem. We really need something more specific. Some steps how to reproduce it.
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