New Limit Adjuster
**Is your feature request related to a problem? Please describe.** SA has many limits, and we need to lift them. When you're loading mods, it takes forever to wait. Some servers will cause clients to eat 90% of MTA process RAM and crash eventually. I played modern games, even they don't consume that much RAM. This happens because objects are loaded the moment you call engine functions, and loading is done on the main thread. We should have at least 2 threads for loading mods, and here we are loading on the main one. All of these issues are possible to fix since we have optimized memory pools #480. **Describe the solution you'd like** - Implement a new streamer for streaming in and out entities as the current one will cause massive lags when you have too many objects and players on screen @ArranTuna - Loading DFF, COL, TXD, and IFP on a separate thread when using engine functions, GTA SA loads them on a separate thread using CdStream* functions, but MTA doesn't. - Saving RAM by loading an object only when it needs to be streamed. engineReplace* functions will load it immediately, we need to only load it if the object is visible. #748 - Maximum draw distance—ability to stream in entire map. - Support for multiple low LODs for a single custom object or a GTA map object and set distance for each LOD. Depending on how far the object is from the camera, the low LOD will be rendered instead of the high LOD model, this would save lots of CPU. - Removing ID limit—ability to add n
Posted by ghost on Apr 15, 2019, 11:29 AM
Tags
Related issues
- The issue is really the extreme difficulty of programming them, especially for anything sequential (rather than combinatorial).
- I probably could have beared with it if it was only limited to programming, but it showing up in creative fields has made me feel all sor...
- I hate that I'm in deep enough to know what you mean.
- The biggest problem with “AI” is that big corps are shoving it down our throats.
- in the middel of a coding session with 5.6 sol.
- [Hero Run] 535B-A23B on 18T tokens
Raise real-world problems, find people facing the same issue, and discuss solutions.4,000 issues0 comments
reliability (Other)
The issue is really the extreme difficulty of programming them, especially for anything sequential (rather than combinatorial).
I probably could have beared with it if it was only limited to programming, but it showing up in creative fields has made me feel all sor...
I hate that I'm in deep enough to know what you mean.
The biggest problem with “AI” is that big corps are shoving it down our throats.
in the middel of a coding session with 5.6 sol.
[Hero Run] 535B-A23B on 18T tokens
I hate that this is how AI is being used..
inexperienced protobuf user here -- why do non-googlers generally use protobuf?
New Limit Adjuster
**Is your feature request related to a problem? Please describe.** SA has many limits, and we need to lift them. When you're loading mods, it takes forever to wait. Some servers will cause clients to eat 90% of MTA process RAM and crash eventually. I played modern games, even they don't consume that much RAM. This happens because objects are loaded the moment you call engine functions, and loading is done on the main thread. We should have at least 2 threads for loading mods, and here we are loading on the main one. All of these issues are possible to fix since we have optimized memory pools #480. **Describe the solution you'd like** - Implement a new streamer for streaming in and out entities as the current one will cause massive lags when you have too many objects and players on screen @ArranTuna - Loading DFF, COL, TXD, and IFP on a separate thread when using engine functions, GTA SA loads them on a separate thread using CdStream* functions, but MTA doesn't. - Saving RAM by loading an object only when it needs to be streamed. engineReplace* functions will load it immediately, we need to only load it if the object is visible. #748 - Maximum draw distance—ability to stream in entire map. - Support for multiple low LODs for a single custom object or a GTA map object and set distance for each LOD. Depending on how far the object is from the camera, the low LOD will be rendered instead of the high LOD model, this would save lots of CPU. - Removing ID limit—ability to add n
Comments (0)
No comments yet. Start the discussion.