Thank you Devs! U1 FPS
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Whoever did opts to U1 is a God and deserves a place in devs hall of fame!
Shadows off and the fps is 100+ in Mav TE tgp and mav displays on. Didnt think those days could ever come back. I have a “feeling” Fps and stability MP is correlated, so. Hopefully we can do large scale MP events in the future.
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Whoever did opts to U1 is a God and deserves a place in devs hall of fame!
Shadows off and the fps is 100+ in Mav TE tgp and mav displays on. Didnt think those days could ever come back. I have a “feeling” Fps and stability MP is correlated, so. Hopefully we can do large scale MP events in the future.
FPS and stability is not correlated
For large MP events , of course the more FPS the server has the more time he has to send reliable MP messages in due time so for servers FPS matters.
However . Servers usually run with proxy dll or minimum gfx so servers have already largely sufficient FPS
The second aspect that matters for MP large events is of course the client connexions capabilities. Clients with poor connexions will ruin the experience since they can not receive or send reliable MP messages . The more client the more dense the MP messages of course…
Third aspect is of course general stability. 4.35 U1 has solved 20 years old CTDs that were hiding in the code. There are certainly more left, but the more we fix the more we find because before those CTDs were more hidden. We are mainly talking about memory corruption / buffer overrun/ dangling pointers that made te code crash in weirdo unexpected places before. The more we clean the more we are able to catch those ancient mem corruption because they crash closer to root cause
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Thank you.
My “feeling” was just grounded in the history of 4.32 and 50+ online MP. What do I know- almost nothing accept that I really miss the epic MP in Falcon.
You do what you do guys and I´l hope for the best. Again; Insane optimizations Fps-wise in U1.
All else in Falcon you arldy know is far beyond awesome!
As this is a technical part of the forum; I´l add a techadvise: If struggling with low Fps: Untick all Shadows.
Cheers!
Cheers!
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BMS team as a whole and guys who worked on perf/stability improvements deserve BIIG KUDOS. Thanku You guys.If BMS 4.35 were amazing then with U1 it’s damn spectacular.
My FPS got about 20% boost from base 4.35, in training mission #14 Maverics FPS won’t go lower than 60FPS with both tgp and Mav displays on, mission #13 also about 60FPS n the ground with TGP on.
I’d say BMS now is even more performant than F4AF which was pretty good in that department. -
Thank you.
My “feeling” was just grounded in the history of 4.32 and 50+ online MP. What do I know- almost nothing accept that I really miss the epic MP in Falcon.
You do what you do guys and I´l hope for the best. Again; Insane optimizations Fps-wise in U1.
All else in Falcon you arldy know is far beyond awesome!
As this is a technical part of the forum; I´l add a techadvise: If struggling with low Fps: Untick all Shadows.
Cheers!
Cheers!
We have been running 30+ MP Events in 4.34 and 4.35 without major issues. And stability increased with every update
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solved 20 years old CTDs that were hiding in the code. There are certainly more left, but the more we fix the more we find because before those CTDs were more hidden. We are mainly talking about memory corruption / buffer overrun/ dangling pointers that made te code crash in weirdo unexpected places before. The more we clean the more we are able to catch those ancient mem corruption because they crash closer to root cause
I know from long experience, those are always the HARDEST bugs to find and squash. HUGE KUDOS for that.
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And many others 20 years old CTDs were already fixed in the 4.35 base (like the famous TargetIsGroup ctd and many others ones)
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What will happen if I attach AppVerifier or GFlags to the process? Pretty sure I don’t want to find out.
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We have been running 30+ MP Events in 4.34 and 4.35 without major issues. And stability increased with every update
Thats remarkable news to me.
Whats uour setup and reqs? What server and clientsetting etc
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Thats remarkable news to me.
Whats uour setup and reqs? What server and clientsetting etc
Our server is running on an Amazon EC2 t2.xlarge Windows Instance without GPU and running a wrapper dll to intercept DX11 calls.
https://github.com/UOAF/bmsdedifor network we run the AWS Global accelarator so we can provide an IP for clients in the region (North America) where the Instance is running and a second for clients from the rest of the world to get priority routing with low latency. For clients we require up down setting of minmum 2048/2048
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You guys rock!! Thank you, BMS Devs!!! Thank you!!!
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Thats remarkable news to me.
Whats uour setup and reqs? What server and clientsetting etc
And here is the official bms game server 1 Gbit/s which is running the 24/7 TvT campaign from time to time :
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Our server is running on an Amazon EC2 t2.xlarge Windows Instance without GPU and running a wrapper dll to intercept DX11 calls.
https://github.com/UOAF/bmsdedifor network we run the AWS Global accelarator so we can provide an IP for clients in the region (North America) where the Instance is running and a second for clients from the rest of the world to get priority routing with low latency. For clients we require up down setting of minmum 2048/2048
Super cool use case for AWS Global Accelerator … also impressive ingenuity to intercept D3D11.dll
I am impressed on both fronts