ALIVE is (might be) DESTROYING my frames...

  1. 6 years ago

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    Is this what 30 active profiles looks like?

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  2. Yes, and we do run this on a pretty powerful dedicated server. 3den Enhanced is not on while playing, it's in the list for the other devs, so we are all building with the same tools. Even though 3den creates no dependency, most of the guys are learning to create arma missions for the first time, so I like to set them up with the proper tools.

    ASR and VCOM should work together fine, as ASR doesn't touch squad level AI if I am not mistaken. However, if VCOM is indeed in a state which creates a infinte loop, spawning 30 profiles would indeed cause some serious issues. I don't know how it would affect rendering THAT bad, but this is Arma.

    I am going to remove VCOM from the mod list, and do some more testing. Spawning 10 units statically in the editor, I did see similar issues, but not to the severity it occurs with alive (which I am guessing is due to the profiling).

    Lastly, Can someone verify, in my original screenshot, I have alive set to 30 active profiles... Is that correct? I do not wan't a ton of AI, or some elaborate ambient battles.

    Thank you all for the help, I will reach out to the VCOM dev, and see if he has tracked down that issue.

  3. Trust me, I have advocated trimming the mods as well.

    RHS series for the various factions
    Tryk for our unit's uniforms (we are a PMC)
    NI Arms for OUR weapon systems

    SMA Is set to be replaced(removed), however it does give us the mk18's, which some members enjoy.

    I am guessing none of you have been in any large milsim units, because this is honestly a VERY humble mod-list.

    I only want 30 groups of AI on the map at any given time, to limit the amount of time the AI FSM's take up the scheduler, what undesirable behavior would I see? 144 active groups of AI is a INSANE number, and I feel it's just a terrible benchmark.

    Content mods (spec4vest, TAC VEST, TRYK, and the various Weapon Mods) also should not impact the performance of ALiVE. If these do, will someone please explain why?

    Obviously you folks do not want to download my mission with the mods, I will re-create it with just ALIVE + CBA tonight, and forward that for testing.

    Again, thanks for the quick response.

  4. Edited 6 years ago by AUTigerGrad

    @Yeti
    I am guessing none of you have been in any large milsim units, because this is honestly a VERY humble mod-list.

    I haven't been in a large milsim group...but I have run my own server for 3 years and built about 293874832 missions using 294874578239 mods.

    I only want 30 groups of AI on the map at any given time, to limit the amount of time the AI FSM's take up the scheduler, what undesirable behavior would I see? 144 active groups of AI is a INSANE number, and I feel it's just a terrible benchmark.

    The chances of actually getting 144 groups virtualized at once are slim to none unless you have a player in 30 different locations on the map at once. I've used the default with 1 HC on my server and my server FPS rarely dips below 35.

    If you drop the group levels down, what COULD happen is that you'll have enemy AI spawning in behind you or on top of you which is not good.

    Content mods (spec4vest, TAC VEST, TRYK, and the various Weapon Mods) also should not impact the performance of ALiVE. If these do, will someone please explain why?

    They don't. But running VCOM on top of VCOM AI Driving on top of ASR AI on top of ACE absolutely will affect your server FPS. And Running ASR AI in conjunction with VCOM AI is a very very bad idea. On top of that...I can verify that as of right now, Dominic (Genesis) has some code cleanup needed to be done on VCOM because after running for 6-8 hours on your server, it will cause your server FPS to plummet and will negate your ability to save your server as well. It's still the best AI mod out there IMO, but needs an update and Genesis is trying to get his Dissension mod pushed before he updates. So I'd recommend dropping VCOM for the time being.

  5. @AUTigerGrad They don't. But running VCOM on top of VCOM AI Driving on top of ASR AI on top of ACE absolutely will affect your server FPS. And Running ASR AI in conjunction with VCOM AI is a very very bad idea. On top of that...I can verify that as of right now, Dominic (Genesis) has some code cleanup needed to be done on VCOM because after running for 6-8 hours on your server, it will cause your server FPS to plummet and will negate your ability to save your server as well. It's still the best AI mod out there IMO, but needs an update and Genesis is trying to get his Dissension mod pushed before he updates. So I'd recommend dropping VCOM for the time being.

    I was suspecting that with our missions that we have been running as well; but we are going to do some more testing just to verify.

    However in the previous posts we can completely confirm that running ASR and VCOM together creates some bad problems with the AI scripts and honestly they should not be run together.

    @Yeti I am guessing none of you have been in any large milsim units, because this is honestly a VERY humble mod-list.

    Well; our community has had upwards of 75-80 folks running on ALiVE mission deployments in the past. There have been many times where the server was up for 3-5 days between saves without major issues. BUT we also kept the mod pack to less than 20GB of downloads for the players as well; not counting the Arma download.

    @Yeti Obviously you folks do not want to download my mission with the mods, I will re-create it with just ALIVE + CBA tonight, and forward that for testing.

    That is where you need to begin your testing as you will find several things in your pack you listed are actually redundant. One thing is CBA has MRT Accessory Functions in it now and that could be creating some minor overlaps in the scripts which will create some problems. Maybe not large ones but they can just run simultaneously.

    Also we quit using the RQ-11 mod because we found that the UAV spawned in the enemy troops and if you leave it up in an area for extended times then ALiVE would keep spawning and leaving those troops up and moving instead of virtualizing them.

    Much like @Friznit mentioned we declared sound mods a major no-no on our missions server for the same reason because they do all kinds of things that don't just work on the "clientside" as they are supposedly built to do.

    Sometimes its the little things that create major problems when they all start cascading into one. Regardless of the type of server that you have.