Lou Montana/Sandbox – User
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* Use [[createAgent|Agents]] whenever possible | * Use [[createAgent|Agents]] whenever possible | ||
* The more units there is, the more network update there will be - hence the impact on both CPU and network. | |||
* If a client has a low-end machine, they shouldn't lead a group of many AIs as these would then be locally computed. | * If a client has a low-end machine, they shouldn't lead a group of many AIs as these would then be locally computed. | ||
* [[Arma 3 Dynamic Simulation]] allows you to freeze AI that are distant from players. Many distance settings should be set according to the mission. | * [[Arma 3 Dynamic Simulation]] allows you to freeze AI that are distant from players. Many distance settings should be set according to the mission. | ||
{{ Important | Most if not all of the mission calculation (objectives, completion distance, etc.) must be done '''server-side'''. Local effects should be calculated '''client-side'''. }} | {{ Important | Most if not all of the mission calculation (objectives, completion distance, etc.) must be done '''server-side'''. Local effects should be calculated '''client-side'''. }} | ||
{{ Informative | | {{ Informative | If you own more than one average computers, you could consider [[Arma 3 Headless Client|Headless client]] to offload AI from the server. }} | ||
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| {{colorball|green}} | | {{colorball|green}} | ||
| {{colorball|green}} | | {{colorball|green}} | ||
| A [[while]]-loop checking without a minimum loop-[[sleep]] time is usually a sign of bad conception.<br> | | | ||
* A [[while]]-loop checking without a minimum loop-[[sleep]] time is usually a sign of bad conception. Does your code execution need to be frame-perfect, or can you afford a delay of one second?<br><code>[[while]] { [[true]] } {{codecomment|// already "bad" if you don't know what you are doing}}<br>[[while]] { [[alive]] [[player]] } {{codecomment|// better}}<br>[[while]] { [[sleep]] 1 ; [[alive]] [[player]] } {{codecomment|// perfect}}</code> | |||
* [[trigger|Triggers]] check their set condition '''every 0.5 second''' (hardcoded value). If a large area is covered or condition code is too complex, this can be an issue. Convert them to scripts then. | * [[trigger|Triggers]] check their set condition '''every 0.5 second''' (hardcoded value). If a large area is covered or condition code is too complex, this can be an issue. Convert them to scripts then. | ||
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* Use [[publicVariable]] wisely; for specific cases, consider [[publicVariableServer]] / [[publicVariableClient]] | * Use [[publicVariable]] wisely; for specific cases, consider [[publicVariableServer]] / [[publicVariableClient]] | ||
* Creating [[createUnit|units]]/[[createVehicle|vehicles]] globally implies a network synchronisation, keep them to a minimum / at one-point in the mission. | * Creating [[createUnit|units]]/[[createVehicle|vehicles]] globally implies a network synchronisation, keep them to a minimum / at one-point in the mission. | ||
* keep the | * keep the command with [[:Category:Commands with global effects|a global effect]] to a minimum: e.g a [[setPos]] will synchronise the unit position to every client, a good practice is to use these commands punctually. If you need a frequent "set position" you may want to look at [[attachTo]] depending on your usage. | ||
* Lower client's [[viewDistance|view distance]] in order to lessen its object position update requests | * Lower client's [[viewDistance|view distance]] in order to lessen its object position update requests | ||
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Revision as of 13:58, 29 June 2019
Introduction
This article will try to be a general guide about improving your mission's code and its performance.
As usual, moderation is the key so do not expect to have thousands of AI magically running 144 FPS. Everything comes at a cost, the tweaks on this page will simply allow you to calibrate your mission properly.
Before anything
Before optimising anything, make sure you do not have any performance issue running the game itself:
- Open the editor, place a unit in the area you like and test your computer.
- Arma 3 displays FPS when you go into video options
- Steam allows you to display FPS in a screen corner, in Settings > In game > FPS Counter
- Use (unofficial) Performance Guides to get better performances:
- Arma 3 performance guide
- Arma 2 performance guide
- Arma performance guide* Play your mission in singleplayer. If your mission runs fine, its network messages might very well be the issue. See Multiplayer Scripting for good practice tips.
- Usual bottlenecks:
- Lower your graphical settings (resolution, textures). If you get way better performances, at least your GPU limits you.
- If the game keeps having low FPS when running @ 1024×768/low textures then your CPU is most likely the issue. Mission scripts may be performance-hogging too.
Creating your mission
- Be sure to create your scripts with the latest available commands and functions.
- In Arma 3 use remoteExec / remoteExecCall and DITCH BIS_fnc_MP FOR GOOD! See Arma 3 Remote Execution for more information.
- In Arma 2 network communication is done using the Multiplayer framework.
- Use the available frameworks and functions for each topic, unless you replace them by third-party ones:
Performance impact table
Topic | CPU | GPU | Net- work |
Solution |
---|---|---|---|---|
AI units quantity |
Template:colorball | Template:colorball | Template:colorball |
|
Objects quantity |
Template:colorball | Template:colorball | Template:colorball | The less objects, the more FPS you will have.
|
High-frequency scripts |
Template:colorball | Template:colorball | Template:colorball |
|
High-frequency network messages |
Template:colorball | Template:colorball | Template:colorball |
|
What else?
You have applied all these recommendations and yet, your mission still doesn't run well in multiplayer (but does in singleplayer); an answer to that is that you are using mods, of which some are not well optimised, if at all.
If you want to be sure, run the same mission with and without mods. If you have a big difference in performance, look no further.