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also I do want to claim this for the bug bounty thing that nigel announced, though idc about in-game rewards |
EckoAurum
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I can understand where you're coming from, as you might see a performance increases in testing as you make it's vision single-threaded. But this will cause significantly more lag whenever there's more than single AI doing vision checks.
it is rare for there to be more than one AI in a single round, you can tell because whenever an AI is in the round lock contentions go up to 100 c/s (check with grafana) currently on live, so any round with lock contentions below 100 c/s has no AIs in it at all |
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ideally someone would rewrite the entire AI vision system to actually be multithreaded well but that would be a lot of work and needs a lot of C# multithreading and SS14 multithreading experience |
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oh my god I just read the AI code someone go tell metalgearsloth to never touch multithreading again |
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Making it singlethreaded is not a fix, its a surrender of our multithreaded rights to the evils of the lag demons. On that note good luck |
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test on release multithreaded: test on release singlethreaded: so on my localhost I can't see much of a difference server-side, but it does improve client fps, idk test on release multithreaded with changes: apparently Microsoft's ConcurrentDictionary which is supposedly magically lock-free is not lock-free after all, had about 50% or 100% more lock contentions |
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nvm I found something good, 400-420 server fps and 350 client fps w/ multihreading |
About the PR
Sort of resolves #3783
Why / Balance
So the client & server lag less
Media
Requirements
How to test
test on live
Breaking changes
Changelog
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