Page 1 of 1

How do radars influence visible chunks updates?

Posted: Thu Nov 28, 2019 3:26 pm
by husnikadam
Hi, I've spotted an interesting behavior regarding map update framerate, in the first gif is a default behavior. Why is the second gif map update practically real time? There are significantly more radars in that area, but after reading wiki radar logic it still stays unclear to mee.
IA8n2VDb6K.gif
IA8n2VDb6K.gif (128.71 KiB) Viewed 2876 times
aJQTquS7EI.gif
aJQTquS7EI.gif (88.18 KiB) Viewed 2876 times

Re: How do radars influence visible chunks updates?

Posted: Thu Nov 28, 2019 5:28 pm
by orzelek
Was you avatar closer to one of the locations?
Player presence might affect update frequency.

Re: How do radars influence visible chunks updates?

Posted: Thu Nov 28, 2019 5:50 pm
by husnikadam
no it wasn't, it's all influenced by a radar density, but I wasn't able to find "how many radars, performance influence" and so, because I really like the real time updates :)

Note: notice the blue line in the second gif, this is all just radars :)

Re: How do radars influence visible chunks updates?

Posted: Thu Nov 28, 2019 7:06 pm
by DaleStan
orzelek wrote:
Thu Nov 28, 2019 5:28 pm
Was you avatar closer to one of the locations?
husnikadam wrote:
Thu Nov 28, 2019 5:50 pm
no it wasn't
This seems exceedingly unlikely. What was the distance from your player to the two locations, and how did you measure that distance?

Re: How do radars influence visible chunks updates?

Posted: Fri Nov 29, 2019 9:56 am
by husnikadam
Watch please the following 30sec gif, there are firstly two attacks from the west with about 2 map updates per sec and then one big attack from the east with much faster update rate (just got small performance problems). A player is in the center.
Note: I use 10% pollution per biter cost, which causes huge attacks
Mi1ruY6Iq7.gif
Mi1ruY6Iq7.gif (903.02 KiB) Viewed 2813 times

Re: How do radars influence visible chunks updates?

Posted: Fri Nov 29, 2019 10:42 am
by Klonan
The radar scans nearby sectors when they have consumed enough power, which is generally a double digit number of ticks

So more radars, it means this scanning update happens across more ticks, so its looks smoother

Re: How do radars influence visible chunks updates?

Posted: Fri Nov 29, 2019 10:44 am
by darkfrei
Klonan wrote:
Fri Nov 29, 2019 10:42 am
So more radars, it means this scanning update happens across more ticks, so its looks smoother
So, can I make the mod with smooth scanning radars?

Re: How do radars influence visible chunks updates?

Posted: Fri Nov 29, 2019 10:46 am
by Klonan
darkfrei wrote:
Fri Nov 29, 2019 10:44 am
Klonan wrote:
Fri Nov 29, 2019 10:42 am
So more radars, it means this scanning update happens across more ticks, so its looks smoother
So, can I make the mod with smooth scanning radars?
Sure

Re: How do radars influence visible chunks updates?

Posted: Fri Nov 29, 2019 11:02 am
by husnikadam
Interesting, thanks. Do you know if it may cause major performance issues? Like using more than a thousand of radars or so, if it's just a performance sinkhole or if is the smoothness worth it, as I said, I like it soooo much :D

Re: How do radars influence visible chunks updates?

Posted: Fri Nov 29, 2019 11:10 am
by darkfrei
Klonan wrote:
Fri Nov 29, 2019 10:46 am
darkfrei wrote:
Fri Nov 29, 2019 10:44 am
Klonan wrote:
Fri Nov 29, 2019 10:42 am
So more radars, it means this scanning update happens across more ticks, so its looks smoother
So, can I make the mod with smooth scanning radars?
Sure
How about C++-solution with just radar_entity.smooth_near_scaning = true?

Re: How do radars influence visible chunks updates?

Posted: Fri Nov 29, 2019 11:40 am
by Klonan
darkfrei wrote:
Fri Nov 29, 2019 11:10 am
Klonan wrote:
Fri Nov 29, 2019 10:46 am
darkfrei wrote:
Fri Nov 29, 2019 10:44 am
Klonan wrote:
Fri Nov 29, 2019 10:42 am
So more radars, it means this scanning update happens across more ticks, so its looks smoother
So, can I make the mod with smooth scanning radars?
Sure
How about C++-solution with just radar_entity.smooth_near_scaning = true?
Thats not really needed, just set energy_per_nearby_scan to 0