Prefab .sbcb2 Generation - Laggy / Not Performant
I like the idea that you're finally allowing us serialized prefab generation for non-vanilla prefabs. It does truly help performance of spawn in general. However, there are two problems with your approach.
1) You're not respecting existing .sbcb2 files that were generated before a mod was deployed to the workshop, or that have been deployed since the prefab was spawned in a world. This means that every time that prefab spawns for the first time in a live game, you're overwriting the existing .sbcb2 with what is likely the exact same data. Which leads to...
2) You're not threading the .sbcb2 generation, so game hitching / stalling / chopping / whatever you want to call it is pretty extreme on most larger prefabs.
Please either thread the .sbcb2 generation, or respect that a .sbcb2 file already exists for a given prefab and run with that. You can compare file modification dates (or one of my other file comparison methods) if you're worried about having a stale .sbcb2 file on prefab spawn.
Thanks,
The EEM team.
I'd like to suggest refactoring the current system to follow the attached diagram. As it stands, generating the .sbcb2 actually makes first spawn of a prefab rather rough, even on a beast of a computer.
I'd like to suggest refactoring the current system to follow the attached diagram. As it stands, generating the .sbcb2 actually makes first spawn of a prefab rather rough, even on a beast of a computer.
Noticed the same thing with my own NPC mods, but Thraxus has said everything perfectly about the topic :D
Noticed the same thing with my own NPC mods, but Thraxus has said everything perfectly about the topic :D
Hello, Engineer!
Thank you for your feedback! Your topic has been added between considered issues.
Please keep voting for the issue as it will help us to identify the most serious bugs.
We really appreciate your patience.
Kind Regards
Keen Software House: QA Department
Hello, Engineer!
Thank you for your feedback! Your topic has been added between considered issues.
Please keep voting for the issue as it will help us to identify the most serious bugs.
We really appreciate your patience.
Kind Regards
Keen Software House: QA Department
The impact of this scales up as more players login in to dedicated servers. On our server this creates a 3-6 second 'pause' as often as 1x in 2 minutes depending on the number of players (up to 5). During the pause all players are frozen.
Thank you for looking at this one.
The impact of this scales up as more players login in to dedicated servers. On our server this creates a 3-6 second 'pause' as often as 1x in 2 minutes depending on the number of players (up to 5). During the pause all players are frozen.
Thank you for looking at this one.
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