Flashy Posted Monday at 02:16 PM Posted Monday at 02:16 PM Hi, does anyone know if inactive checkzones have an performance cost associated with them? I presume they must have some cost (nothing is free in mission making), but I am hoping its negligible. So, if I have 500 inactive checkzones in a mission, and only activate one at a time when I need it, would that slow down the mission, or is it more to do with the number of ACTIVE checkzones?
Zooropa_Fly Posted Monday at 03:18 PM Posted Monday at 03:18 PM As far as I'm aware, I don't think they're anything to be concerned about if they're inactive.. 1 1
357th_KW Posted Tuesday at 04:04 AM Posted Tuesday at 04:04 AM None so far as I can tell - I run multiple radar arrays using hundreds of checkzones combined in multiplayer missions. Only 2-4 are ever activate at a time, and the server loads reflect that.
kraut1 Posted Tuesday at 04:10 PM Posted Tuesday at 04:10 PM (edited) On 10/13/2025 at 4:16 PM, Flashy said: Hi, does anyone know if inactive checkzones have an performance cost associated with them? I presume they must have some cost (nothing is free in mission making), but I am hoping its negligible. So, if I have 500 inactive checkzones in a mission, and only activate one at a time when I need it, would that slow down the mission, or is it more to do with the number of ACTIVE checkzones? In my Funkmess Radar System Germany I have defined 11 Radarzones, each 80x80km with 8x8Checkzones + ca. 10 further Zones for detecting high / low flying planes. The Zones are deactivated by default, only 1 CZ active to activate the Radarzone if an enemy plane enters. So altogether I will have ca. 800 Checkzones with typically ca. 70 to 210 active. And this is still working on my 5 year old average gaming PC. But I have to care for a fps optimized mission design. Edited Tuesday at 04:11 PM by kraut1
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