[cod] Problem with base Base Assault CPU load

Ryan C. Gordon icculus at clutteredmind.org
Thu Sep 23 16:24:57 EDT 2004


I looked into the CPU load issues in COD:UO.

The basic gist of the problem is that it seems to do the calculations
(specifically, the "trace" through the world) for each vehicle several
times per frame (multiplied by the number of wheels, to boot!). So the
more vehicles you've got, and, to a lesser degree, the more complex the
map, the higher your CPU load will go.

My impression is that a lot of this redundant calculation can be cut
out, but I'm not really in a position to say which parts are safe to
omit. It's not really even practical to assume that "if the vehicle
isn't being driven, don't bother to update", since external factors can
push them, apparently. Ideally, we can find a way to flag vehicles as
"need updating" so that we only have to run the trace once when needed
and not even once per frame, but again, this is not really my expertise,
so I'll defer to Gray Matter on the issue.

The temporary, but not entirely practical fix is to disable vehicles if
your server can't handle the load. I'll discuss with Gray Matter what
the best course of action is to fix this. This isn't a Linux-specific
problem.

I don't believe this is related to the gametype or really the map itself
except that some games will favor vehicle warfare more than others.

More news when I have it.

--ryan.






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