11-second interval microstutter in singleplayer
Mods:
-
Arma 3:
["Arma 3","Arma3",198,146373,"Stable",true,"Windows","x64"] -
CBA:
3.15.1 -
ACRE2:
2.7.4.1030
Description: When running ACRE2 in singleplayer, every 11 seconds a microstutter will occur (a hitch that repeats frames - for me, typically 2-3 frames when running between 30-60fps). This goes away when ACRE2 is not loaded. This does not occur in multiplayer. It's a very subtle thing until you notice the pattern and presentation of the microstutter, then it's pretty easy to see.
Steps to reproduce:
- Load Altis, place down a character for yourself on the ground, then a helicopter that's flying that is moving at a limited speed, give it a long oval-shaped series of looping waypoints.
- Preview the mission, go into camera mode, move to the area the helicopter is flying around
- Move the camera smoothly to track the helicopter. Every 11 seconds you will see it stutter (which basically looks like it jumps ahead a few meters). It's not the helo itself that's stuttering, that's just the clearest way to see the issue.
Expected behavior: Whatever check is happening in this context shouldn't happen, and the microstutter should not be present.
Where did the issue occur?
- Singleplayer
That’s the long frame caused by the Master ID Tracker. This usually runs on the server.
Most obvious solution would be to deactivate ACRE completely in SP or only allow for a bare Minimum of Features.
one oddity I've found is (allMissionObjects "WeaponHolder") is much more expensive on clients compared to a dedicated server
I also noticed that allMissionObjects is a heavy command in an other project
I resolved the issue by using a
btc_groundWeaponHolder = [];
["GroundWeaponHolder", "InitPost", {btc_groundWeaponHolder append _this}] call CBA_fnc_addClassEventHandler;
Don't know if it is acceptable for ACRE2
@JonBons Is #1234 related to this, or is this still a separate issue?
Closing as potentially fixed by #1234. If it's still an issue in v2.11 or higher, leave a comment and we will re-open.
saw this recently, haven't tested 2.14.150962 new PROFILING branch
Script commands allMissionObjects/nearestObjects/nearObjects/nearSupplies/nearRoads/nearestTerrainObjects are multithreaded