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Country: de
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Occupation: Liberation for all Mankind
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In-game name: KingOfNuthin

 
#1 Posted at 2016-10-14 21:20        
     
Hey there..

On custom missions with lot of placed objects I use these to keep a good performance:

1. Disable Simulation
All tiny and decorative objects.

2. Simulation Manager Module
I set it to 2500 metres.

3. Simple Objects
Every Object that doesn't have a function in my mission is created as a simple object.

My questions:
A: Do these settings really take effect on performance and stability?

B: Let's say I put down some units. Far enough that they are outside the Simulation Manager Modules settings. Do they take any effect then or is it necessary to spawn them in.

C: Does the amount of Triggers has an impact on the system?

Thanks for helping me.

This post was edited by ai-mods (2016-10-14 21:27, 369 days ago)

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#2 Posted at 2016-10-14 23:29        
     
Hi,
The amount of triggers has very few impact on FPS. AddActions or event handlers are also poor demanding. In fact, conditions checks are numerous. Some of them can be CPU demanding for example testing all units inside an area. Not saying a polygon.

Spawning units is fine. Deleting them when far is even better. You can also enable simulation false, hideobjectglobal true for static units or buildings.

Then, try to write the lightest scripts as possible. Not so easy.
I'm about to issue a MP/SP mission with more than 140 areas, weapons loot in houses positions, and some enhanced behaviors... Ok so far but I'm trying to add civ life and that begins to slow down the mission.

This post was edited by Pierre MGI (2016-10-14 23:42, 369 days ago)

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Tajin  



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#3 Posted at 2016-10-17 09:15        
     
I'm not sure about the simulation manager. It can probably help in some cases but I think in most cases its benefits are diminished by the performance it takes up.

I recently optimized a shooting range someone else built, which was constructed with tons of hesco barriers. Tried the simulation manager on it and it actually made things worse.

I ended up creating vis-areas for different parts of the shooting range so only the section you're currently in would be visible and everything else gets hidden. Of course that is a very specialized solution and will not be feasible in most scenarios... in this case however it improved FPS quite significantly.



Disabling simulation is certainly a good thing for small physics enabled objects. Static objects have this by default.




In most cases, I'd say the biggest benefit comes from:
a) clean scripting
b) unit/object caching

There are a lot of very capable people on this forum, willing to spend some of their time to help you out. So if you have a problem, it surely isn't too much to ask that you atleast take the time to describe it properly. Thanks.