I've been noticing that pathcalling is crazy CPU intensive. Just one medium sized enemy who gets slightly pushed out of a fight by other enemies, can end up eating crazy amounts of CPU just trying to find his way into the fight. As soon as all enemies can get in the fight, the CPU instantly settles to 0%.
Is there something that can be done to minimize this? A way to make an AI "give up" if they can't pathcall within a certain time? I know to keep placeables off the grid lines.
Another good question would be, does CPU usage from these pathcalling failures actually cripple the performance of a server? Or is it just one of those "active 100" scenarios, where the CPU is maxed but there's not bottleneck?





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