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.
Recommendation:
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}