XVehicles (Network play) (VCTF, VMH for UT99)

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darkbarrage99
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by darkbarrage99 » Thu Jul 28, 2022 3:23 pm

Buggie wrote:
Wed Jul 27, 2022 2:21 am
Not exactly get your point. v42 cause low fps, when v41 - no?
If so need more details. Maybe even test case.
Correct. I'll see what I can do when I have time.

Eternity
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Eternity » Fri Jul 29, 2022 5:45 am

darkbarrage99 wrote:
Wed Jul 27, 2022 2:14 am
I'm also having huge framerate problems, but my issue is running a larger map with bots. deleted large parts of the map with odd geometry and same results. reinstalled v41 to confirm and it fixed the framerate issues.
Is this issue reproduceable without bots?

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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie » Sat Jul 30, 2022 2:04 pm

v43

- Fixed bug with self-rotation cannon and turrets.
- Fix slowdown bots.
- Better handle lifts and lift jumps for manta.
- Bots able use duck for toggle lifts from manta.
- New icon for VehicleExit Actor
- Try fix weird issue "stuck in air/ground" on NewNet.

Updated in first post: viewtopic.php?f=34&t=14936

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darkbarrage99
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by darkbarrage99 » Sun Jul 31, 2022 4:43 am

Buggie wrote:
Sat Jul 30, 2022 2:04 pm
v43

- Fixed bug with self-rotation cannon and turrets.
- Fix slowdown bots.
- Better handle lifts and lift jumps for manta.
- Bots able use duck for toggle lifts from manta.
- New icon for VehicleExit Actor
- Try fix weird issue "stuck in air/ground" on NewNet.

Updated in first post: viewtopic.php?f=34&t=14936
I'm still having bots slow down the framerate. seems to be happening when they enter vehicles. v41 is still working fine with bots. what can I do to help with this?

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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie » Sun Jul 31, 2022 4:57 am

It is slowdown of velocity vehicle controlled by bot. During math I make mistake - they check ahead self, square distance of speed. For example if speed 500, they check 250000 distance. OFC there always be something, so they start slowdown, for avoid crash and loose veh hp.
Possible such long traces too cause some load, but not sure.

For your cPU highload I not get test case for start investigate something.

Automatically merged

You need provide exact test case where can be see difference. Exact conditions, which I can reproduce and say - there fps bigger, there lower. Currently it is shot into void. What map i need run? What game type? How many bots? And so on.

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darkbarrage99
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by darkbarrage99 » Sun Jul 31, 2022 9:08 am

here is the map I've been experiencing this problem with the most. adding +19 bots had no problems in v41. adding 10 bots with v42 and v43 causes unplayable framerate drop for me. I've also experienced this in bloodgulch.

the map still needs a lot of work and optimization, and I'm a novice with developing UT, so hopefully by recreating the setting with this map you can see what I'm seeing. please let me know if you have the same experience.

also, I'm running patch 469b, OpenGL, 64 gb ram, ryzen 3900x, geforce gtx 1650 revised, modern hardware.
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Eternity » Tue Aug 02, 2022 11:15 am

Buggie wrote:
Sun Jul 31, 2022 4:59 am
For your cPU highload I not get test case for start investigate something.
Issue #3, which is most likely related, is up for 2 weeks already, with steps to reproduce...
It could be an issue with paths that significantly reduce bot AI functions performance... As stated, CPU core usage increase may reach up to 10 times per 1 bot in a vehicle, which means 10+ bots may cause thread overload with any modern CPU existing out there.

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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by darkbarrage99 » Wed Aug 03, 2022 2:09 pm

Eternity wrote:
Tue Aug 02, 2022 11:15 am
Buggie wrote:
Sun Jul 31, 2022 4:59 am
For your cPU highload I not get test case for start investigate something.
Issue #3, which is most likely related, is up for 2 weeks already, with steps to reproduce...
It could be an issue with paths that significantly reduce bot AI functions performance... As stated, CPU core usage increase may reach up to 10 times per 1 bot in a vehicle, which means 10+ bots may cause thread overload with any modern CPU existing out there.
That sounds about right.

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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins » Fri Aug 05, 2022 10:48 pm

About the mantas, of all the vehicles in XV this is the 1st one where it's open and you can see where the pilot is supposed to sit... but the current XV version doesn't show the pilot when one is in the vehicle.

Went looking for a good ut2k4 screenshot, with no luck... but did find this:
Image

Despite the guy on the wing, as you can see the pilot is visible in the vehicle.

Will the XV version ever have visible pilots?
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie » Fri Aug 05, 2022 11:22 pm

Maybe. I not experiment with it yet.
I feel it bee too bad for custom meshes, like WarCows. Need check for say more.
So wait. Maybe one day it appear.

Automatically merged

"Guy on the wing" it is famous "manta run". In XV no "manta run"s and it is feature.