#Questions about excessive dynamic areas and textdraws can cause lag in some cases

8 messages · Page 1 of 1 (latest)

mint flint
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Hello,

I want to clarify a doubt about a scenario that I have never experienced, but it would be good to be cautious.

Thinking about a server with many dynamic areas designed for interaction, created using CreateDynamicSphere as is done in the button.inc from Scavenge and Survive, for example: interior entrances and exits, houses, business, interactable items in the world, etc. Would it be too much lag with multiple players? Because I imagine this lag occurs, but not much (I'm thinking of a worst case scenario to understand this, like 50.000 areas and 500 players on).

Another question is why big servers generally use dialogs in register-login instead of textdraws. Is it to avoid creating and destroying the register-login interface every time a player logs in? For example, can someone simply give me an example of a textdraw inventory, which the player constantly opens and closes, but I can simply leave the textdraws created when the player logs in and not create them every time they are opened, this has the to do with avoiding the lag it will cause?

vale drift
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Not sure about the whole sphere thing, never used it.

Regarding the usage of textdraws in register-login systems, no it's not because of lag. You cannot take input from a player via textdraw, for them to type their password they will need to do it either in chat or in a dialog. Even the servers that do use textdraws with register-login open a dialog for the player to type their password in once they press a button or something.

Best practice regarding frequently used player textdraws would be to create and destroy them when a player connects/disconnects. I'm not sure how big of an impact textdraws have on the performance, so you'll have to wait for someone with more knowledge to educate you on that.

mint flint
# vale drift Not sure about the whole sphere thing, never used it. Regarding the usage of te...

Ok, thank you.

I really wanted to know more about the impact of creating and destroying textdraws all the time. it's a way to ensure that the textdraws limit isn't reached but it will be discounted in performance.

So, for example, in an inventory, it would be better to leave them created and just update and show them again when opening the inventory.

Regarding the question of the impact of multiple dynamic areas and whether to use textdraws in logins, it's still open.

steep wadi
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Streamer is very well optimized and it's tested with millions of items without any problems. Regarding to the textdraws I am not sure, but I prefer dialogs too, because it easier to display and for input, you still need it so why use both?

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And never keep unused/hidden player textdraws, because it's stupid. Imagine streamer creating objects in other side of the map which cannot be seen by anyone, it makes no sense.

mint flint
mint flint
steep wadi
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You can try creating all of them first then just display instead create one textdraw and display. But I am afraid of you cant avoid the delay, I am noticed this behaviour on bigger servers sometimes