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{{ Informative | This page is about [[Mission Optimisation]]. For ''scripting'' optimisation, see [[Code Optimisation]]. }}
== Introduction ==
This article will try to be a general guide about improving your '''mission's''' performance.<br>
As usual, moderation is the key; do not expect to find a magical solution that makes it possible to run thousands of AI at 144 FPS on this page. 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.
** {{arma3}} displays FPS when you go into '''video options'''
** '''Steam''' allows you to display FPS in a screen corner, in ''Settings &gt; In game &gt; FPS Counter''
* Use (unofficial) Performance Guides to get better performances:
** [https://steamcommunity.com/sharedfiles/filedetails/?id=1731305438      {{arma3}} performance guide]
** [https://www.moddb.com/forum/thread/arma-2-ultimate-tweak-thread        {{arma2}} performance guide]
** [https://forums.bohemia.net/forums/topic/50167-pc-optimization-for-arma/ {{arma}}  performance guide]<!--
** [ {{ofp}}  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.
{{ Important | Please note that [[viewDistance]] (among other settings) impacts both GPU and CPU! }}
== Creating your mission ==
* Be sure to create your scripts with the latest available commands and functions.
** In {{arma3}} use [[remoteExec]]&nbsp;/&nbsp;[[remoteExecCall]] and '''DITCH [[BIS_fnc_MP]] FOR GOOD!''' See [[Arma 3 Remote Execution]] for more information.
** In {{arma2}} 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:
** [[Arma 3 Respawn]]
** [[Arma 3 Revive]]
** [[Arma 3 Task Framework]]
** [[Arma 3 Animated Briefing]]
** [[Arma 3 Animated Opening]]
** [[Arma 3 Dynamic Groups]]
** [[Arma 3 Key Frame Animation]]
** and most importantly: [[Functions]]
== Performance impact table ==
{{Informative|
{{colorball|red|1.125}}    means a heavy impact on performance<br />
{{colorball|orange|1.125}} means an average impact<br />
{{colorball|green|1.125}}  means little to no performance impact.
}}
{|class="bikitable"
! Topic
! CPU
! GPU
! Net-<br>work
! Solution
|-
|
==== AI unit quantity ====
| {{colorball|red}}
| {{colorball|green}}
| {{colorball|orange}}
|
* Use [[createAgent|Agents]] whenever possible
* The more units there are, the more network updates 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.
* [[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'''. }}
{{ Informative | If you own more than one average computers, you could consider [[Arma 3 Headless Client|Headless client]] to offload AI from the server. }}
|-
|
==== Object quantity ====
| {{colorball|orange}}
| {{colorball|orange}}
| {{colorball|orange}}
| The less objects, the more FPS you will have.
* Lower the quantity of objects in the mission, such as:
** AI units, agents
** vehicles, simple objects
** weapon attachments (their proxies are [[attachedTo]])
** headgear, clothing, vests, backpacks
** head-mounted devices (NVGs, etc.)
* Lower [[viewDistance]]
* Lower terrain details
* Lower the [[Arma 3 Dynamic Simulation|Dynamic Simulation]] treshold
* Use [[Arma 3 Simple Objects|Simple Objects]]
* Use '''Garbage Collection''' in order to automatically delete bodies and wreckages:
** {{arma3}}'s Eden-integrated [[Description.ext#Corpse_.26_wreck_management|Garbage Collection]]
** {{arma2}}'s [[Garbage Collector]]
** {{tkoh}}'s [[BIS_fnc_GC]]
{{ Informative | Only the ''on-screen'' objects will strongly impact GPU. }}
|-
|
==== High-frequency scripts ====
| {{colorball|red}}
| {{colorball|green}}
| {{colorball|green}}
|
Checking a condition too often is usually a source of poor performance. Does your code execution need to be frame-perfect, or can you afford a delay of a few seconds?
* A [[while]]-loop checking without a minimum loop-[[sleep]] time is usually a sign of bad conception.<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 become an issue; the triggers should then be converted to scripts if possible.
* [[trigger|Triggers]] can be made '''Server-Side only'''.
|-
|
==== High-frequency network messages ====
| {{colorball|orange}}
| {{colorball|green}}
| {{colorball|red}}
|
* Use [[publicVariable]] wisely; for specific cases, consider [[publicVariableServer]]&nbsp;/&nbsp;[[publicVariableClient]]
* Creating [[createUnit|units]]/[[createVehicle|vehicles]] globally implies a network synchronisation, keep them to a minimum / at one-point in the mission.
* Keep [[:Category:Commands with global effects|global effect]] commands 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
|}
{{ Informative | [[viewDistance|View distance]] can be separately set for each clients independently from the server's value, through scripting.<br>
This can make or break performance for the client. }}
== What else? ==
If you have applied all these recommendations and your mission still doesn't run well in multiplayer (but does in singleplayer),
it might be caused by '''mods''' that you are running which could be badly, or not at all, optimised.
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.
== See also ==
* [[Multiplayer Scripting]]
* [[Code Optimisation]]
[[Category: Scripting Topics]]
[[Category: Sandbox]]
[[Category: Sandbox]]

Revision as of 17:02, 29 June 2019