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What causes lag and why in PR?

Posted: 2010-09-24 22:09
by Bazul14
This is a question mainly addressed to the Devs, but anyone with any solid proof is welcome to say their opinion.
So basically what causes lag and why? Ex.: The Merlin supposedly caused lag because of its door. Idk why the door caused lag tough.

This is because other Bf2 mods have moving parts, like FH2, and don't have any lag, at least on my 2 PCs.

Re: What causes lag and why in PR?

Posted: 2010-09-24 22:23
by Zeno
Bazul14 wrote:This is a question mainly addressed to the Devs, but anyone with any solid proof is welcome to say their opinion.
So basically what causes lag and why? Ex.: The Merlin supposedly caused lag because of its door. Idk why the door caused lag tough.

This is because other Bf2 mods have moving parts, like FH2, and don't have any lag, at least on my 2 PCs.
Image

Re: What causes lag and why in PR?

Posted: 2010-09-24 22:27
by Rhino
When we forgot to do a human sacrifice before releasing a new update the gods take their vengeance by ruining the performance of the mod.

BTW we are looking for a volunteer for the v0.95 human sacrifice, anyone interested? :mrgreen:

Re: What causes lag and why in PR?

Posted: 2010-09-24 22:30
by Zeno
[R-DEV]Rhino wrote:When we forgot to do a human sacrifice before releasing a new update the gods take their vengeance by ruining the performance of the mod.

BTW we are looking for a volunteer for the v0.95 human sacrifice, anyone interested? :mrgreen:
i think Bazul here just appointed himself :lol: he forgot the unwriten rule that you NEVER point out a mistake a DEV have done :-)

Re: What causes lag and why in PR?

Posted: 2010-09-24 22:52
by Unarmed Civilian
So, that means it will be fixed on the next release?

Re: What causes lag and why in PR?

Posted: 2010-09-24 22:53
by Acemantura
Only if Bazul gives himself up for the rest of us.

Re: What causes lag and why in PR?

Posted: 2010-09-25 03:58
by Vanya
Human sacrifices don't necessarily have to be voluntary do they?

Re: What causes lag and why in PR?

Posted: 2010-09-25 06:30
by Rhino
Vanya wrote:Human sacrifices don't necessarily have to be voluntary do they?
No but it helps when the police start asking questions.

Re: What causes lag and why in PR?

Posted: 2010-09-25 06:37
by Bazul14
Lol, the seriousness of my topic was corrupted by the impure and fiflfy :mrgreen:

No, for real, what is known to cause lag in PR.
I will begin with the fields on Dragonfly, massive lag.

Re: What causes lag and why in PR?

Posted: 2010-09-25 08:12
by Rudd
why do ya want to know?

Re: What causes lag and why in PR?

Posted: 2010-09-25 08:24
by LithiumFox
I can't tell if you're talking about "lag" or about "slowdowns"

Lag is when the server doesn't exactly keep up with the clients, or vice versa. A few examples:

You run a truck off a bridge. Then you're back on the bridge. Then you're dead off the bridge.
You shoot someone 17 times. it looks like it registers a good few of those times. But they manage to jump 7 feet closer than they were and shoot you in the face.
You get repeatedly run over by a truck, THEN you die (after about 12 seconds)


An example off a slowdown would be that your game seems to be choppy/slower than usual.
So lets say a smoke grenade builds, and then your system slows down. =/

The main reason is due to some lack in optimizations but also in the fact that they don't want to completely destroy one of the true natures of the Mod. Compared to the other mods out there, this mod is trying to push the engine to it's theoretical/systematical limits. With that there will be a few shortfalls, as the mod will require the most insane computers to run at all high (with ultra high sound, 1080p, and 8x/16x anti aliaising)

On top of that, the texture quality as well as an increase in particles on top of longer view distance + long range kits + new hi-res models = more memory/usage.

So for slowdowns, it's simply the fact that other mods are not pushing the engine as far as PR is. I enjoy PR for everything it is. For me, i just have to upgrade my computer. I realize i don't have the money, and that other people don't have the money, but if you can't play with everything high and textures at medium you have no excuse. (says the 19 year old Walmart associate who can't even get into college despite his knowledge in random electronics stuff but is too stubborn and narcissistic that he can't realize he won't make it in the world) > >

Re: What causes lag and why in PR?

Posted: 2010-09-25 09:50
by Recidivist
I volunteer for the sacrifice. (I can play the update in the afterlife, right?)

Re: What causes lag and why in PR?

Posted: 2010-09-25 10:02
by Hitperson
Image

KILL THE HEATHEN!!

ahem, i'm sure the devs are aware of any performance related bugs and are working to locate an correct the cause.

Re: What causes lag and why in PR?

Posted: 2010-09-25 11:48
by Rhino
Bazul14 wrote:No, for real, what is known to cause lag in PR.
I will begin with the fields on Dragonfly, massive lag.
I'm not going to spend hrs typing up all the factors that have in impact on performance.

its really as simple as this. The more things your computer has to "draw" and the more complicated the objects are the harder the strain on your computer has to work and if your computer can not cope with the amount of work it needs to do, it "lags". Its as simple as that.

The reason for the "lag" is not down to any one thing. Its down to many multiple things all stacked up on one anouther and that results in bad performance.

The fact of the matter is we are working with a very old engine that was designed to have pretty simple objects in it and more importantly, had very low view distances over its maps (where a smaller view distance means your PC has to draw less objects). We are pushing the engine to do stuff it was not designed to do and as such some players on some maps have performance issues. Newer engines are designed to process stuff in more effective ways which is why they can look better etc but still run quite well on good systems but we can not change how the BF2 engine works so there isn't anything we can do there.


Fixing the "lag" is not a simple fix as its going to be down to doing lots of tiny optimization all over the mod/game to improve performance and this is a huge amount of work and will take time to do and trying to explain to you what causes "lag" isn't going to get it fixed any time soon, in fact its doing the opposite as the few mins I've been typing up this post I've not been working on optimizing the SA80s and with it writing up a tutorial on a new method we can improve our handheld weapons to have a small performance impact.

Re: What causes lag and why in PR?

Posted: 2010-09-25 11:58
by Tarranauha200
Yamalia moving crass, every time I look at it whit scope/binoculars I get lag.
I crashed 3 times on Yamalia in one round.

Re: What causes lag and why in PR?

Posted: 2010-09-25 12:13
by Rhino
Tarranauha200 wrote:Yamalia moving crass, every time I look at it whit scope/binoculars I get lag.
I crashed 3 times on Yamalia in one round.
https://www.realitymod.com/forum/f10-pr ... plate.html

Re: What causes lag and why in PR?

Posted: 2010-09-25 14:16
by Rudd
ok since Dragonfly was mentioned, I'll tell you that I've personally spent some time optimising it.

a load of unnecessary effects removed from the city
textures being loaded for vegitation heavily optimised
fields with maize removed (maize is heavier than other crops) and replaced with rice as a generic crop.
a few unncessary objects removed

I was going to remove the sewers however given the timeframe and the amount of bugs as I didn't have all the original editor files stopped that happening.

the rest of the mod gets optimised by modellers etc, and I have great faith in them.

Re: What causes lag and why in PR?

Posted: 2010-09-26 01:39
by amazing_retard
Hey Rudd & Rhino thanks for taking the time to explain this to us. It's always good to keep the community informed.