#Bacon

1 messages · Page 1 of 1 (latest)

sand beacon
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@sick lake : unless I'm completely wrong, the AI model in last game update was updated. This included the announced BI update, where the AI now can go behind cover, suppress, flank and use smokes. What we noticed as well is that prior to this update the AI couldn't use larger caliber guns on VICs (tanks, etc) and track the enemy. Now they can -- this wasn't announced, but seemed to work all of a sudden. Assumptions is this is the step before the next update -- them being able to drive. Hence, why I'm suspecting the terminal freezes have something to do with the AI models -- testing seems to suggest so -- most freezes for us occured when AIs were interacting in some form or fashion with VICs + VICs explosions -- which again, we all know damage is broken. Those two combined = combined issues.

sick lake
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there is no logs that indicate why it is freezing so I don't know and am not making any assumptions

sand beacon
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Logs unfortunately, are completely useless, no? Interestingly enough, it seems to happen an hour or so into a game session. We looked at CPU, mem and network usage, nothing unusual there too. A few weeks ago we did notice the backend fail around same time each week, around 10:20-10:30PM EST.

That's why I'm wondering how the AI model logic actually works in the game. Is it locally being executed (which would be memory intensive), or on backend servers?

sick lake
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there is zero indication that AI runs anywhere other than on the server

sand beacon
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Here is the other strange thing, when we "disableNavmeshStreaming": true, which should increase memory usage (locally, if AI model is local), our memory usage didn't change one bit, and in some instances improved.