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Peds too heavy for the game

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We have ten armed suspects on the scene. Tons of backup on the way. It gets intense. Then the performance quality drops, by a lot, unfortunately. And yes, I know it’s a lot to process and I supposed to learn to live with it but here’s the thing… if I provoke a shootout in the hood I can get you twice as much suspects and every cop in the area and the game manages or suffers, but significantly less.

 

What could be the reason of such situation? Where is the difference between my guys and random bad guys?


I was thinking that maybe, just maybe, the problem is in some sort of a character script. I’m sure you have noticed that random gangsters show up on your radar as those little red blips that remain active for as long as they attack you. Such option doesn’t work for spawned peds… Could this be it?   

 

Edited by PawelSad12

  • Management Team

The V scripting engine is very very slow compared to game code, so whenever you start managing many entities, there will be performance issues. Ambient fighting is not handled by any scripts and hence is much faster to process. You can start caching information about peds (we do that a lot) and see if it helps, but ultimately everyone is abusing a tool for something it was never really meant to support. I've been meaning to write some "intrinsics" that skip the whole native handling baggage for common calls, but never gotten around to do it.

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

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