The title prettymuch says it all. I've compared specs with some of these people and I usually wind up equal or higher, so It isn't my computer, is there a setting I should have turned on that makes large swarms of drones not grind my FPS to a halt?
Would be handy if you could post your specs, your settings and give some idea of how large a swarm of drones (as well as their mass - perhaps even a rough loadout). I'm sure somebody can advise then.The title prettymuch says it all. I've compared specs with some of these people and I usually wind up equal or higher, so It isn't my computer, is there a setting I should have turned on that makes large swarms of drones not grind my FPS to a halt?
this may well be the issue - possibly they are colliding into each other.about 120 of them
Even small entities cause lag, if many other entities are docked to them.2 or more large entities each with several little entitieis docked to them THAT causes lag.
I wonder if it would help if Schine re-imagined turrets as AUX-entities instead of 'separate' entities. Same for doors and other cool logic. Once they have been designated as Auxiliary Entities they remain (semi-) permanently connected to the main entity. The rail-docker connection must become intangibly fused to the main ship rather being destroyed, maintaining it's orientation to the ship even after being rendered non-functional (the block should pass damage through to avoid an indestructible exploit).
The Aux-entities could still be docked and un-docked in build mode or a SY but they would remain firmly in place during battle. It would make sense to add an AUX-Rail and an Aux-rail docker as two new blocks. To prevent a ship-exploit AUX-rail dockers should not work with ships. When an Aux-rail docker is 'destroyed' the docked entity ceases to function (no movement, no power generation) and remain as a dead-weight of mass.
The big advantage with this arrangement is that the number of collision-checks could be reduced. (I assume...just brainstorming here)
This would help a great deal for doors and such, but does nothing to address the issue of idle turrets creating lag.Something similar is planned.
Fixing idle turret lag would just postpone the lag to the start of a battle.This would help a great deal for doors and such, but does nothing to address the issue of idle turrets creating lag.
That's not 'just'... 99% of the time, such a fleet is 'not' in combat. Reducing such lag for that 99% of the time would be a major thing. Furthermore, it is not one fleet, it could be a great many such fleets across the server's universe, all of which would likely only be in combat 1% of the time. If such entity lag could be reduced by 99% across the board for all ships and fleets, it would have such a massive effect in reducing server load that the times a fleet 'does' get into combat, the load would perhaps be bearable.Fixing idle turret lag would just postpone the lag to the start of a battle.
That 1% is the most important percent. But you're right, as long as not the entire server goes to war at once it would still be an improvement.That's not 'just'... 99% of the time, such a fleet is 'not' in combat. Reducing such lag for that 99% of the time would be a major thing. Furthermore, it is not one fleet, it could be a great many such fleets across the server's universe, all of which would likely only be in combat 1% of the time. If such entity lag could be reduced by 99% across the board for all ships and fleets, it would have such a massive effect in reducing server load that the times a fleet 'does' get into combat, the load would perhaps be bearable.