Currently, I would like to think about optimizing it to ensure more stable operation and to ensure that there is no disruption to the player even when all options are turned on.
If you have any ideas about features you would like to see added, please post them.
最新版本1.0.6版本的问题反馈 这是配置文件的更改 -- Default : true config.bIsPlayerRegen = false -- Note : Performance issues may occur in a server host environment. -- If performance issues occur, we recommend turning it off. -- Default : true config.bIsPlayerPalRegen = true -- Note : The difficulty of battles against bosses may increase rapidly. -- Default : true config.bIsBossPalRegen = true -- Note : Performance issues may occur in a server host environment. -- If performance issues occur, we recommend turning it off. -- Default : true config.bIsOtherPalRegen = false 野外的boss不再恢复血量
Bosses in wild animals will not Regen when the configuration file is changed as written.
There was a mistake in the information I confirmed. As a result of re-checking the current developments, the control subjects are managed as follows.
config.bIsBossPalRegen = Tower Boss Settings config.bIsOtherPalRegen = Wild pals and NPCs, including field bosses
Knowing what you meant, let's figure out a way to separate config.bIsFieldBossRegen from the config.bIsOtherPalRegen setting and control it separately.
My personal idea is that bosses in wild animals should have regeneration as well as dungeon bosses, after all, bosses as a whole belong to a minority class, but if all wild animals regenerate, then I think the performance consumption should be very large. 是的,我个人的想法是,野外动物中的boss应该和地下城boss一样具有再生,毕竟boss整体来说是属于少数类的,但是如果让所有野生动物再生,那么我想性能的占用应该会损耗很大.
Feedback on the usage report and a few personal thoughts After turning on other Palu recharge, dead Palu recharge, which I think causes a lot of excess performance loss?
While there isn't a significant difference in CPU usage, personally, I've experienced frame drops intermittently while navigating the world, irrespective of the Tick Interval. (It was even in a single-player environment.)
Performance issues could have been avoided if each Pal's Tick event had been exposed to a Blueprint tick, enabling UE4SS to recognize it, but it seems Pal World was not developed that way.
I had no choice but to develop it by managing UE4SS's asynchronous loop and target table, but I needed to determine whether the newly spawned Pal was already being managed in the target table. Yes... it's probably O(n^2)... and because it uses an asynchronous loop, it's inherently a bit less stable.
Due to the nature of the Pal World system, which partially loads the world (it seems to use Unreal's world partition), we've confirmed that approximately 50 to 100 Pals per player are spawned around the default settings. If you're a server host, you may have to deal with 1,000 or more with recovery scripts.
In order to minimize performance issues as much as possible, each target table was separated to determine whether it is a new target, but in Other Pal, the amount is so large that it seems impossible to avoid the issue.
Hmm... no matter how much it is, I don't think it will change the fact that it's an excuse. We'll continue to look for good ways to improve performance.
[P.S] With the 1.0.6 update, the overall cost has been optimized.
In the case of the host server, some costs will still be incurred depending on the number of users connected, the number of pals placed in the base camp, and the spawn rate of wild pals, but it will be a more comfortable playing environment than before. Thank you for your interest.
Thank you very much for the efforts of your team. Please forgive me for not being able to speak English. I use translation software to give feedback, which may not be accurate sometimes. When "config.bIsOtherPalRegen" was "true",the dead wild pal will regen. This is a description of the previous problem Perhaps it will be easier for you to understand if I repeat it in Chinese?After all, different translation software is used, and the effect will be different. haha. 当config.bIsOtherPalRegen设置为true时,死去的野生动物,也会恢复血量,直到它们消失,这样会不会导致大范围的滞后?这是之前的问题的描述。 最后,非常感谢您和您的团队做出的努力。 by the way,I'm running on a dedicated server, and will continue to help you test new versions.For the time being, turning this option off is indeed the most efficient.
When "config.bIsOtherPalRegen" was "true",the dead wild pal will regen.
>> Oops... sorry. I'm also not good at English, so I'm relying on translation, so I think I got the meaning wrong.
Personally, I think it was not recognized at all because I turned off the config.bIsOtherPalRegen setting. I will resolve this issue and update as soon as possible.
16 comments
Currently, I would like to think about optimizing it to ensure more stable operation and to ensure that there is no disruption to the player even when all options are turned on.
If you have any ideas about features you would like to see added, please post them.
If you don't want Pal to die, wouldn't it be okay to greatly increase the recovery amount?
这是配置文件的更改
-- Default : true
config.bIsPlayerRegen = false
-- Note : Performance issues may occur in a server host environment.
-- If performance issues occur, we recommend turning it off.
-- Default : true
config.bIsPlayerPalRegen = true
-- Note : The difficulty of battles against bosses may increase rapidly.
-- Default : true
config.bIsBossPalRegen = true
-- Note : Performance issues may occur in a server host environment.
-- If performance issues occur, we recommend turning it off.
-- Default : true
config.bIsOtherPalRegen = false
野外的boss不再恢复血量
Bosses in wild animals will not Regen when the configuration file is changed as written.
There was a mistake in the information I confirmed.
As a result of re-checking the current developments, the control subjects are managed as follows.
config.bIsBossPalRegen = Tower Boss Settings
config.bIsOtherPalRegen = Wild pals and NPCs, including field bosses
Knowing what you meant, let's figure out a way to separate config.bIsFieldBossRegen from the config.bIsOtherPalRegen setting and control it separately.
是的,我个人的想法是,野外动物中的boss应该和地下城boss一样具有再生,毕竟boss整体来说是属于少数类的,但是如果让所有野生动物再生,那么我想性能的占用应该会损耗很大.
After turning on other Palu recharge, dead Palu recharge, which I think causes a lot of excess performance loss?
Performance issues could have been avoided if each Pal's Tick event had been exposed to a Blueprint tick, enabling UE4SS to recognize it, but it seems Pal World was not developed that way.
I had no choice but to develop it by managing UE4SS's asynchronous loop and target table, but I needed to determine whether the newly spawned Pal was already being managed in the target table.
Yes... it's probably O(n^2)... and because it uses an asynchronous loop, it's inherently a bit less stable.
Due to the nature of the Pal World system, which partially loads the world (it seems to use Unreal's world partition), we've confirmed that approximately 50 to 100 Pals per player are spawned around the default settings. If you're a server host, you may have to deal with 1,000 or more with recovery scripts.
In order to minimize performance issues as much as possible, each target table was separated to determine whether it is a new target, but in Other Pal, the amount is so large that it seems impossible to avoid the issue.
Hmm... no matter how much it is, I don't think it will change the fact that it's an excuse.
We'll continue to look for good ways to improve performance.
[P.S]
With the 1.0.6 update, the overall cost has been optimized.
In the case of the host server, some costs will still be incurred depending on the number of users connected, the number of pals placed in the base camp, and the spawn rate of wild pals, but it will be a more comfortable playing environment than before.
Thank you for your interest.
When "config.bIsOtherPalRegen" was "true",the dead wild pal will regen.
This is a description of the previous problem
Perhaps it will be easier for you to understand if I repeat it in Chinese?After all, different translation software is used, and the effect will be different. haha.
当config.bIsOtherPalRegen设置为true时,死去的野生动物,也会恢复血量,直到它们消失,这样会不会导致大范围的滞后?这是之前的问题的描述。
最后,非常感谢您和您的团队做出的努力。
by the way,I'm running on a dedicated server, and will continue to help you test new versions.For the time being, turning this option off is indeed the most efficient.
>> Oops... sorry.
I'm also not good at English, so I'm relying on translation, so I think I got the meaning wrong.
Personally, I think it was not recognized at all because I turned off the config.bIsOtherPalRegen setting.
I will resolve this issue and update as soon as possible.
thanks!
> No. Currently this only applies to players.
soon provide it as an option for players and pals to apply individually.
Applying mods to the client will be reflected in single player.