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Posted

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?   

Posted

As far as I'm aware, I don't think they're anything to be concerned about if they're inactive..

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Posted

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.

Posted (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 by kraut1

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