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T182019
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{F4049395} Low pop server, high entity count (server fps is limited to 100) {F4049397} Another low pop server, lower entity count (still high, it is EU1 in graph above) Just for clarity, our Entity Counter is this simple code: ``` int TotalLoadCount; modded class ItemBase { void ItemBase() { TotalLoadCount++; } void ~ItemBase() { TotalLoadCount--; } } ``` Here also is a playercount and server fps overlayed on one another {F4055104}
{F4049395} Low pop server, high entity count (server fps is limited to 100) {F4049397} Another low pop server, lower entity count (still high, it is EU1 in graph above) Just for clarity, our Entity Counter is this simple code: ``` int TotalLoadCount; modded class ItemBase { void ItemBase() { TotalLoadCount++; } void ~ItemBase() { TotalLoadCount--; } } ``` Here also is a playercount and server fps overlayed on one another {F4055104} Here is a similar graph, except with 70k entity count, instead of 260k. {F4055147} The dips are still present, no worries, but the extremity of them isn't comparable, only fluctuating 5-10 fps each ce loop.
{F4049395} Low pop server, high entity count (server fps is limited to 100) {F4049397} Another low pop server, lower entity count (still high, it is EU1 in graph above) Just for clarity, our Entity Counter is this simple code: ``` int TotalLoadCount; modded class ItemBase { void ItemBase() { TotalLoadCount++; } void ~ItemBase() { TotalLoadCount--; } } ``` Here also is a playercount and server fps overlayed on one another {F4055104}
Here is a similar graph, except with 70k entity count, instead of 260k. {F4055147} The dips are still present, no worries, but the extremity of them isn't comparable, only fluctuating 5-10 fps each ce loop.
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