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AI Simulation updates on MP force client FPS loss on all clients due to network traffic
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This is related to my other ticket in regards to network packet deserialization. AI Simulation updates have been re-prioritized in A3 compared to A2 to have an IMMEDIATE priority. This priority, as per the other ticket, is causing excessive client FPS loss when many AI and many Clients are present.

This is due to the simulation synchronization required between clients and the server for a given AI unit. These updates are blocking, causing client FPS degradation in these scenarios.

This issue is exacerbated by AI activity - path finding and movement for AI simulation will perform more over-the-wire updates to all clients, causing further FPS drops during processing.

Investigate internally queueing and throttling network updates, or processing and deserializing updates in a separate thread prior to being handled by the simulation/render thread. {F25586}


Legacy ID
Steps To Reproduce
  1. Connect with 30+ players on a server
  2. Spawn a single Tank AI

Watch FPS drop excessively on spawn, and then directly client FPS will fluctuate based on the amount of AI activity occurring at any given time.

Event Timeline

jaynus edited Steps To Reproduce. (Show Details)Feb 12 2015, 6:01 PM
jaynus edited Additional Information. (Show Details)
jaynus set Category to Multiplayer.
jaynus set Reproducibility to Always.
jaynus set Severity to None.
jaynus set Resolution to Fixed.
jaynus set Legacy ID to 627017591.May 7 2016, 8:16 PM
jaynus edited a custom field.
Iceman added a comment.Mar 3 2015, 1:38 PM

could you please check this on 1.40 version? Let me know how it behaves, please. Thank you very much.