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what does impact the cpu load in a mission ?


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IRRE_Golgoth21
Posted

Before i try to alter the mission i made, i tried it into our server and the load went to the DSServer limits. A red line at the bottom of the load graphic.

 

What does impact the load ?

Too many IA : i ve involved 9 IA splitted into 3 units. Escort ; AAA S&D and bombers.

The others CAP or AAA spawn and disapear according the context.

Thank you in advance.

 

G21

IRRE_Golgoth21
Posted

Other question : Are there any settings files in the DServer folder that can be modified in order to use more or less computer power.

 

Thanks in advance.

 

G21

Posted

Bomber AIs (he111 and pe2) consume the most. Then attack airplanes and fighters. Not sure if there is a difference between attack and fighters.

 

Any aircraft that is taxiing on the ground takes extra CPU, and it's very noticeable. If you want lots of AI planes, keep yourself to attackers and fighters, spawn them in the air, and don't make them land. If you want to have the AIs taxi, take-off and land, keep yourself to a couple (2) at a time.

 

Ground vehicles don't take much, and artillery is mostly free. Logic (triggers, commands, translator) barely registers on the graph. Take it easy with complex triggers, though, it seems they consume network resources. Not sure how much.

 

For reference, in my most CPU-heavy mission (Counter-Offensive), I think I have a few hundred ground units and about 12 AI planes active simultaneously, two of which can be bombers, depending on the mission. I ran this mission on an core i5 4690K running at 3.8GHz.

 

Another mission, RatasAndStukas has 8 waves of three Stukas, which can lead to having about 6-12 Stukas active in the air at the same time. There are also a few i16, up to 8 (but typically at most 4). I get occasional short "red peaks" in cases where the Stukas don't get shot down. I give each flight of Stukas a few minutes to land, typically enough for the leader. I also delete an aircraft as soon as it's landed, I don't let it taxi all the way to the parking. This mission runs on my laptop, a core i5 4200U (up to 2.6 Ghz).

 

Note that DServer can only use a single core. I don't know what CPU you are running it, but multiple cores don't help. A hi-frequency intel is probably best suited for the task. There is no "turbo" setting for DServer that I know of. Overclocking and water-cooling is probably your best bet.

  • Upvote 2
IRRE_Golgoth21
Posted

Thank you very much for this feedback. I bet a lot of people will appreciate it.

Posted (edited)

~S~ Fellas,

 

I'll add that the "AI Routines" involving Taxiing, Landing (Pattern), and even Bombing, are Hardcoded in the Nature Engine the program uses.

 

I suspect the same for AI Formations, though I never use them, as I individually plot each AC waypoint and AoO, to avoid problems altogether.

 

Complex Trigger MCU is also something that comes up amongst builders, yet, I've used them on every piece of kit individually myself as a Novice.

 

The trade off is I like to have each AAA element to have it's own radius of line of sight and ability to engage, independent of any other AAA element's status (and tracking = thus CPU usage is increased).

 

Another element is "AI Communications", whereas just as in real life on TS3 too much squawk uses CPU resource, and for that I wish the Devs would implement Radio Silence feature for us Multiplayers.

 

Somewhere there is a float parameter (not literally) where you can find a sweet spot for all of these things to occur, be utilized, and not drop into the "Multiplayer Server Overload" messaging (too often...).

 

Keep 'em Flying,

 

!S -Jupp- :salute:

Edited by Jupp

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