02-27-2009 02:28 AM
|
|
QUAD ROCKET
|
|
Game Optimization
Lets get FF optimized...
Fortress-Forever has been out for 2 years now and the mod still has quite a bit of choke/lag in a full 22 slot server.
Myself and a few others have spent some hours so far watching the network traffic as certain things happened in the game.
Here is a list I started of some of the bigger traffic hogs along with possible solutions on how they might be fixed.
If while reading this you are thinking, how in the hell could that cause problems, just go into the game, turn on net_graph 2, and test for yourself.
-----------------------------------------
Tossing medpacks:
+ Add a ~0.2 delay.
All grenades/pipes:
+ Don't play a bounce sound within ~0.2 seconds of each other.
Emp explosions:
+ a) Only allow a max of 3 dropped bags have an explosion temp ent.
+ b) Make bags explode 1 after another (short delay after each explode).
Blood:
+ Check if blood decal can be drawn in origin.
+ Only allow 1 decal per trace (shotguns are a huge problem right now).
Client Spawn/Death (really seems the sounds have too much data here?):
+ Delay sounds so they are sent on a different packet than the initial spawn/death.
Sentry Guns:
+ Reduce muzzleflash and tracer temp ents (same method that was used for reducing hwguy tracers).
Mirv Greade (the initial explosion seriously needs changed, packet is to big):
- This grenade needs a bit reworked to get optimized.
- Since it's in dire need of being optimized, bear with me while I explain how the new mirv works.
1) Throw the mirv.
2) Instead of the mirv exploding once and releasing 4 mirvlets it will:
+ The mirv will explode 4 times with a very short delay between explosions, each explosion releasing a mirvlet.
+ Each explosion will only be 1/4 the damage of the current mirv (so it equals the same damage).
3) When all the mirvlets are released it will continue as it currently works.
Napalm Grenade (these are a nightmare, just look at net_graph 2):
- Not even going to try and think of a way to optimize these, they need reworked imo.
|
|
Issue Details
|
Category General Game
Status Accepted
Priority 3
Suggested Version 2.3
Implemented Version (none)
Votes for this feature
7
Votes against this feature
0
Assigned Users
AfterShock, Elmo, squeek.
Tags
(none)
|
|
02-27-2009 02:36 AM
|
|
Time Lord, Doctor
|
|
|
Quote:
Napalm Grenade (these are a nightmare, just look at net_graph 2):
- Not even going to try and think of a way to optimize these, they need reworked imo.
|
Client side area-of-effect flame pool instead of napalmlets?
Another suggestion: limit number of backpacks a person can have spawned at any given time (death or tossed) -- Circular list?
|
02-27-2009 09:38 PM
|
|
Exceedingly Correct.
|
|
|
I did notice the ability to make an almost infinite number of backpacks. I managed to create at least 50 whilst bored on well the other day wondering what the limit was. If someone blew that lot up with an emp there would be some nice lag I think.
Most of these suggestions look pretty good although I personally don't notice choke since I don't use any netgraph whatsoever.
|
02-27-2009 09:59 PM
|
|
Community Member
|
|
|
Check net_graph 2 and you'll see plenty of it
|
02-27-2009 10:28 PM
|
|
Nade Whore
|
|
|
Yeah something definitely needs to be done about explosions. Is there a way to further optimize them so they don't cause so much lag? Imagine a lagless explosion.
|
02-27-2009 11:26 PM
|
|
I approve of this message! clowneh for prezzz
|
08-31-2009 06:19 PM
|
|
I've been doing the odd bit of optimisation when I get a chance, but the lack of decent profiling results has left me a bit lost as to where needs it most. This list should be helpful, thanks :)
Also planning to improve the HWGuy choke for 2.5.
|
09-01-2009 01:04 AM
|
|
Community Member
|
|
|
I'm glad this is being looked over :D
Spent a bunch of time messing around, was fun though
|
09-01-2009 01:44 AM
|
|
Keep On Keepin' On
|
|
|
Anti-Friction Pipes... gogogogo :)
|
All times are GMT. The time now is 10:58 PM.