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GameDNA

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Everything posted by GameDNA

  1. GameDNA

    Lag/Rubber Banding

    We made 2 changes and it seems to have helped significantly: brain tick = 0.2 and reducing their movement speed from 4 to 3. FPS is back up around 30-40. This is with the default 4 personas, and "How many of these bots can be spawned?": 8, (4x8=32 npcs ). Movement speed = 4 made the npcs haul ass. "Controller setup": { "Brain timer tick (0.01 - 1)": 0.2, "Controls timer tick (0.01 - 1)": 0.5, "Accuracy of fire (lower is better)": 5.0, "Find entities radius": 30.0, "Use only NavMesh navigation?": true, "Movement speed (1 - 4)": 3, "Movement speed in water (1 - 4)": 2, As you can see, it has a huge impact, and early testing comes back with it being extremely playable. Will test more today and report back and other findings.
  2. GameDNA

    Lag/Rubber Banding

    Also, another question. Is there an RCON console command that i can run to verify the number of bots that have been spawned in? entity.find_entity or similar?
  3. GameDNA

    Lag/Rubber Banding

    This server is just a test server and does restart quite often. But your advice is correct, and we have that set on our prod server with a restart time of every 8 hours. In this case, our uptime was a lot because it was sitting idle for a while before I pulled those numbers. When i actually tested it was only a few hours old. One thing i noticed from the configs, the default for Brain timer tick was already at 0.1. I enabled reinitialization. "Controller setup": { "Brain timer tick (0.01 - 1)": 0.1, "Controls timer tick (0.01 - 1)": 0.5, "Accuracy of fire (lower is better)": 3.0, "Find entities radius": 30.0, "Use only NavMesh navigation?": true, "Movement speed (1 - 4)": 4, "Movement speed in water (1 - 4)": 2, Another question, How many total NPC's on one server have you seen this script run without having adverse impact on lag/fps?
  4. GameDNA

    Lag/Rubber Banding

    fps 39 FPS fps 41 FPS fps 39 FPS fps 36 FPS fps 44 FPS [Skill Tree] Saving player data for 0 players. [Skill Tree] Finished saving player data. Saved 75,388 ents, cache(0.25), write(0.06), disk(0.01). Saving complete plugins c.plugins # package author version hook time hook fires hook memory hook lag hook exceptions compile time uptime 1 Carbon Community (1) Core Carbon Community v1.0.0 2,053 158.8mb 29h54m36s 2 Scripts (7) ArmoredTrain Adem v1.9.8 1275ms 530,487 696.0kb 3063ms [296ms] 29h54m35s Bottom MikeHawke v1.0.1 43ms 3 7.3mb 119ms [5ms] 29h54m35s MonumentEvents Ifte v1.1.11 10483ms 1,378,382 726.9mb 806ms [1427ms] 29h54m35s NpcSpawn KpucTaJl v3.3.1 19794ms 10,555,606 127.7mb 1 1996ms [396ms] 29h54m35s PermissionsManager Steenamaroo v2.0.9 13ms 1,685 1.7mb 504ms [107ms] 29h54m35s Skill Tree imthenewguy v1.7.8 7599ms 1,545,543 63.6mb 3946ms [48656ms] 29h54m35s BetterNpc KpucTaJl v2.2.0 1155ms 317,959 18.0mb 892ms [135ms] 8h21m55s 3 Zip Scripts * unloaded plugins (1) RoamingNPCs.cs When BetterNPC is loaded, or when BetterNPC is the only plugin loaded the fps drops to 5. On an interesting note, the CPU load drops by half, from 700-800% to between 400-500%. Seems like some thread is blocking or stuck in a wait state. We tried turning off stashes to see if that would help at all, and it changed nothing. I will try the options you recommend and reload the server then report back.
  5. GameDNA

    Lag/Rubber Banding

    Just tried your plugin for the first time with the default settings and we are getting a pretty significant FPS drop. This is a new server w/o only 2 or 3 players for testing running on fairly beefy hardware (Xeon Gold, w/ more then 40 cores.). What info do you need from me to see whats going on?

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