Page MenuHomeFeedback Tracker

Vehicle Tire Marks On Terrain Are Not Garbage Collected Correctly.
Feedback, NormalPublic

Description

In a long game, the number of vehicle tire marks on the terrain gradually increases until it causes performance and graphical problems.

Evidenced by the count of the array returned by (allMissionObjects "#track") increasing gradually over time.

Eventually the terrain starts flickering, which I presume is related to the problem with the tracks.

For some reason, there seems to be no scripting command to delete tire marks, so it seems there is no remedy for this other than to restart the mission.

The missions I encounter this on have vehicles spawning periodically, but the number of vehicles existing in the world at any one time is fairly stable. And that number is in the vicinity of about 20 vehicles.

Details

Severity
Major
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
Performance

Event Timeline

FlyingSaucer changed Severity from None to Major.
FlyingSaucer changed Reproducibility from N/A to Always.
FlyingSaucer changed Category from General to Performance.
FlyingSaucer updated the task description. (Show Details)May 27 2023, 4:20 AM
FlyingSaucer updated the task description. (Show Details)
FlyingSaucer updated the task description. (Show Details)May 27 2023, 4:22 AM

I've actually noticed this several times. I thought I'd made a ticket but looks like I forgot...

BIS_fnc_KK set Ref Ticket to AIII-55744.Jul 2 2023, 10:26 PM

Revision: 150718

BIS_fnc_KK removed BIS_fnc_KK as the assignee of this task.Jul 2 2023, 10:39 PM
BIS_fnc_KK changed the task status from New to Feedback.
BIS_fnc_KK added a subscriber: BIS_fnc_KK.
dedmen added a subscriber: dedmen.Jul 4 2023, 1:37 PM

Revision 150736 now deleteVehicle also works on them

(allMissionObjects "#track") apply {deleteVehicle _x} will now delete all tracks (its not instant, they disappear next simulation cycle)
(allMissionObjects "#mark") apply {deleteVehicle _x} will now delete all footsteps

FlyingSaucer added a comment.EditedFeb 2 2024, 12:06 AM

Revision 150736 now deleteVehicle also works on them

(allMissionObjects "#track") apply {deleteVehicle _x} will now delete all tracks (its not instant, they disappear next simulation cycle)
(allMissionObjects "#mark") apply {deleteVehicle _x} will now delete all footsteps

Thanks. This one change made a HUGE difference in the performance of long games.

However I'm worried about whether these objects are local or networked. I really hope that network traffic isn't wasted creating and deleting things as trivial as this, and that instead they are client-side only.

They are local.

I presume they are not present on a dedicated server at all assuming tire marks and footprints are purely visual. Is this correct?