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Performance Gain Simulation
This is a reasoned projection, not a benchmark. No server was run; numbers are order-of-magnitude estimates from the Arma 2 OA engine cost model + the identified performance opportunities. Treat them as a hypothesis to validate with the real tool (PerformanceAuditAnalyzer), not as guarantees. Author: Claude, lane
external-a2-docs-editorial-compression, 2026-06-02.
| Metric | Now | Reading |
|---|---|---|
| Client FPS | ~100 | Healthy. The client is not the bottleneck in Warfare. |
| Server FPS | ~45 | At 10 light players / early game, this is healthy headroom, not a problem yet. |
| Players | ~10 | Light. AI/town/economy load is what grows server cost, not human count. |
Key fact: Arma 2 OA runs the mission as single-threaded SQF + server-side AI simulation. Server FPS is dominated by per-frame simulation cost; it does not have a big idle ceiling to push past — it degrades as AI count, scripts and objects grow. So the right question is not "45 → what idle number?" but "how far does FPS collapse at full late-game load, and how much do the fixes raise that floor?"
- AI simulation (dominant) — town AI, patrols, commander AI, attack-wave units, bought AI vehicles/crews. Every group local to the server costs the server every frame.
-
SQF scheduler — spawned scripts,
while/waitUntilloops, per-tick FSMs. Cheap individually, death-by-a-thousand-cuts at scale. -
Networking —
publicVariablebroadcasts (queue churn, supply, markers) and per-messagecompile. - Object count / GC — wrecks, empty vehicles, construction logic, cleaner cadence.
Most of the 20-item review is security/correctness (RCE, economy authority, victory bugs) with ≈0 FPS effect — a few authority checks even add negligible overhead. The performance-relevant subset is small:
| Fix | Mechanism | When it bites | Est. server-FPS effect | Confidence |
|---|---|---|---|---|
| Headless-client AI offload (DR-21 / AI-headless) | Moves town/patrol AI simulation onto a connected headless client, off the server | Mid–late game, AI-heavy | Largest lever. Can shift a big fraction of AI cost off the server if an HC is connected and delegation runs. | Med |
| Hosted/listen FPS busy-loop (DR-19) |
serverFpsGUI/monitorServerFPS sleep is inside if (isDedicated) → on a listen/hosted server the while {true} spins a core |
Always, listen/hosted only | On listen: could recover ~a full core. On a dedicated server (your 144.76.x box): N/A — no gain. | High |
Double Skill_Init (perf sweep) |
Soldier AI cap inflated ×2.25 (→36) instead of ×1.5 (→24) | When players max out AI buys | Caps AI lower → less AI to simulate under heavy buy. Indirect. | Med |
PVF dispatcher call compile→lookup (DR-1/38) |
Removes a per-message string recompile | Scales with PVF traffic (players × actions) | Small %, grows with activity | Med |
| Supply scan narrowing (DR-39) |
nearestObjects [pos, [], 80] (all classes) every ~3 s → one class |
Per active supply mission | Small, situational | Med |
| Construction-site polling (perf sweep) |
while {true} polls a completion var → waitUntil
|
During active builds | Small scheduler relief | Low-Med |
| Factory queue broadcast churn (DR-33b) | Re-broadcasts queue array every ~4 s per factory | Many active factories | Small network relief | Low-Med |
| WASP marker frame-poll (DR-40) | Frame-rate findDisplay for 2 s |
Client only | Tiny client blip; ~0 server | High |
Sustained server FPS at matched load. Ranges are estimates with wide error bars.
| Load | No fixes | + SQF micro-opts only | + Headless-client offload (the big lever) |
|---|---|---|---|
| Now (10 players, early) | ~45 | ~45 (≈0 visible) | ~45 |
| Mid (15–20 players, towns contested, patrols + some waves) | ~25–35 (sagging) | ~28–38 (+~10%) | ~38–45 (holds near baseline) |
| Late / max (full server, many towns, multiple attack waves, lots of bought AI, GC pressure) | ~12–20 (laggy) | ~14–24 (+~10–15%) | ~22–34 (playable vs not) |
How to read it: the SQF micro-optimizations (compile, polling, churn, scan) collectively buy on the order of ~5–15% headroom under load — real but incremental. The step-change comes from headless-client AI offload, which is what keeps late-game FPS playable instead of collapsing. Client FPS stays ~100 throughout (client fixes are micro).
- At your current 10-player load, "implementing all the features" will not visibly change your ~45 / ~100 — you're not loaded enough for it to matter, and on a dedicated box the one instant-win (DR-19 busy-loop) doesn't apply to you.
- The gain is insurance for scale: it's the difference between a full late-game server staying ~25–35 FPS (playable) vs collapsing to ~12–20 (rubber-banding AI, laggy commands).
-
~80–90% of that gain is one lever: a working headless client. If you want server-FPS ROI, that is the investment — confirm an HC is connected and delegation (
WFBE_C_AI_DELEGATION=2) is actually offloading AI. The SQF micro-opts are worthwhile cleanup but individually marginal. -
Caveat on HC for A2 OA: there is no
setGroupOwnerin OA, so AI can only be created local to an HC, not transferred. An HC that disconnects dumps its AI back on the server with no live re-delegation (DR-21) — so HC gains assume the HC stays connected.
A simulation is a guess; the repo ships the truth-teller: Tools/PerformanceAuditAnalyzer/ parses server RPT PerformanceAudit_Record rows into FPS/timing reports. To validate:
- Capture a baseline RPT at a known player/AI/town count.
- Apply one lever (start with HC), recapture at the same load.
- Diff with the analyzer. Repeat per lever — never bundle, or you can't attribute the gain.
Opportunities: Performance opportunity sweep · AI/headless: AI, headless and performance · Findings: Deep-review findings (DR-19/21/33/38/39/40) · Tooling: Tools and build workflow
Numbers are estimates for planning only. Validate with
PerformanceAuditAnalyzerbefore quoting any figure as fact.
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- Shelved AICOM concepts - revivable someday ideas (owner-shelved 2026-07-03)
Docs rule: source-backed claims only; Arma 2 OA scripting docs only; gameplay edits start in Missions/[55-2hc]warfarev2_073v48co.chernarus.
- Getting started
- Status and coordination
- Agent context
- Agent collaboration protocol
- Agent worklog
- Agent worklog archive
- Progress dashboard
- PR cleanup and integration lab
- Shelved PR #169: gear price double-count
- Shelved PR #194: Chernarus no-trees
- Coordination board
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- Current source status
- Wiki mirror reconciliation
- Navigation inventory
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- Architecture
- Architecture overview
- Mission entrypoints and lifecycle
- Lifecycle wait chain
- Player join/disconnect and AntiStack lifecycle
- Mission parameters/localization/build inputs
- Stringtable localization key-family catalog
- Source inventory
- Content structure and maps
- Assets/config/localization/parameters
- Mission start parameters index
- Code and networking
- Gameplay systems
- Core systems index
- Gameplay systems atlas
- Commander/HQ lifecycle atlas
- Economy, towns and supply
- Economy system reference
- Balance asymmetries
- Anti-stack skill-balance mechanic
- Empty-side supply income stagnation
- Towns, camps and capture atlas
- Victory and endgame atlas
- Victory conditions reference
- Territorial victory reference
- Marker cleanup and restoration
- Marker loop engine and registries
- Map marker families content catalog
- Marker subsystem function reference
- Client marker FSM updater map
- Support specials and tactical modules
- SCUD TEL tactical munitions
- Naval HVT objectives (carriers/SCUD)
- SCUD saturation strike mechanic
- Takistan airfield FPV drone design
- Construction and CoIn systems
- Structure damage reduction & friendly-fire
- Construction logic list cleanup
- Flak tower & WDDM anchor compositions
- Resistance supply scaffold
- GUER Insurgents faction overview
- GUER Insurgents branch audit
- GUER insurgent player economy
- GUER air-defense loop (Ka-137/Mi-24)
- Upgrades and research atlas
- Supply mission architecture
- Supply mission authority cleanup
- Current supply helicopters PR1
- Respawn and death-loop lifecycle
- Vehicle theft economy pitch
- GUER tunnel network pitch
- Content, reference and catalogs
- Faction unit/vehicle roster catalog
- Auxiliary/SF/civilian unit catalog
- Gear store loadout route catalog
- Upgrade research (cross-faction)
- Gear store price and upgrade catalog
- Gear store catalog (complete, per faction)
- Defense structures catalog
- Artillery reference per faction
- AI squad team templates catalog
- Town AI lifecycle reference
- Town AI group composition catalog
- Class-skill system reference
- Player skill abilities reference
- Default gear template content catalog
- Chernarus map content reference
- Takistan map content reference
- Takistan features
- Takistan parity reference
- Takistan oilfields objective reference
- IRS IR-smoke countermeasure
- Arty module special munitions
- Zeta cargo sling-load reference
- Spawn primitive function reference
- Kill and score pipeline
- Waypoint helper function reference
- Position and proximity function reference
- Side/team state function reference
- Player AI watchdog and recovery
- AICOM stuck-recovery v2
- LoadoutManager data-model contributor guide
- Discord status bot setup and reference
- GLOBALGAMESTATS extension reference
- New player quickstart (player guide)
- Optional client mods (player guide)
- Earning funds and score (player guide)
- Vehicle service and logistics (player guide)
- Commander's handbook (player guide)
- Tactical support menu
- Paradrop player experience
- Supply missions (player guide)
- In-game briefing & Diary field manual
- Playable maps catalog
- Faction root variables reference
- Faction base structures catalog
- Counter-battery radar system
- Bank, Reserve and Artillery Radar structures
- Map ruleset model and object config
- Countermeasures module reference
- Vehicle countermeasure (flares/spoofing)
- UAV terminal and spotter system
- Artillery firing function reference
- Service Point pricing model
- Medic redeployment truck (forward spawn)
- Side-patrol runtime and convoy mechanics
- Day/night cycle and weather system
- Config lookup helper reference
- CIPHER sort utilities reference
- Modded maps status and content
- BattlEye filter setup and OA taxonomy
- Player squad/group join protocol
- AutoFlip vehicle recovery
- Engine stealth fuel toggle
- Valhalla vehicle climbing-assist
- Missile and ordnance Fired-EH reference
- Vehicle equip and rearm reference
- Array and collection utilities
- Server composition spawner reference
- Upgrade queue server loop
- Map boundaries and off-map enforcement
- Namespace/profile/diagnostic utilities
- Group bool getVariable A2-OA trap
- Vehicle weapon balance init
- View distance auto-throttle
- Camp & respawn-camp getters
- Performance audit writer
- Site clearance (bulldozer)
- Factory queue cancel & refund
- AI commander tunable constants
- Experimental feature-flag constants
- Flag system quick reference
- Mission tunable constants catalog
- Gear parsing & cargo capacity
- Structure dressing function
- Paradrop delivery functions
- ICBM nuke client VFX & radiation
- Server HandleSpecial router
- LocalizeMessage chat router
- Gear buy-menu render & price functions
- Server broadcast & telemetry loops
- Per-unit client init pipeline
- Vehicle marking & texture pipeline
- Defense category & budget
- Legacy AI order primitives
- Commander-team driver
- AICOM command verbs
- AICOM behavior fix taxonomy
- AI commander wildcard deck reference
- AICOM aircraft and airfield system
- Static-defense manning
- End-of-game stats screen
- AI commander execution loop
- Deployable bipod / weapon resting
- Town-economy getters
- Server-init deadspawn & airfield probe
- GUER VBIED detonate action
- Resource income-tick engine
- AI commander treasury accessors
- PVF send-helper contracts
- AICOM logging & AICOMSTAT telemetry
- AICOMSTAT v2 event census
- WASPSCALE v2 telemetry
- WASPSCALE v2-ext coverage audit
- Telemetry families reference
- Group lifecycle & entity reaping
- Batch AI spawner orchestrator
- Client funds/income HUD readout
- Server group GC & cap warning
- Town runtime tuning constants
- Client input/hotkey handler
- WASP base-repair system
- WASP DropRPG launcher/ordnance
- CoIn construction-interface client engine
- Town-capture garrison & airfield rebuild
- Map-control & minimap templates
- Client FPS & state telemetry
- Client service-proximity getters
- Airfield-exclusive roster & unit hints
- Unit-camera spectator system
- Town-garrison patrol/defense worker
- RequestTeamUpdate squad-discipline
- Arma2Warfare GPT assistant
- LoadoutManager build configs & defines
- GLOBALGAMESTATS extension logging
- Discord bot instrumented logging
- Eden/Everon & Taviana map content
- Cruise missile strike asset
- AI / HC
- AI headless and performance
- AI mods and pathfinding reference
- Headless client scaling and topology
- AI runtime/HC loop map
- Headless client init and stat loop
- HC delegation target selection
- Player AI caps and role balance
- Old WarfareBE FPS comparison
- AI commander autonomy audit
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- AI commander capture & fun plan
- AI commander B69 improvement roadmap
- AI commander B69 implementation sketches
- AICOM V2 cutover status
- Headless delegation and failover
- Commander reassignment call shape
- GUER Director living-resistance pitch
- Quality and operations
- Foundation perf findings & Tier-3 dead-ends
- Dead/stale code register
- Commander vote/reassignment
- Attack-wave authority
- Server runtime and operations
- Server ops runbook
- JIP enrollment & client data delivery (b74.2 lessons)
- Server gameplay runtime atlas
- PerformanceAuditAnalyzer
- Performance opportunity sweep
- Documentation plan
- Knowledge platform roadmap
- Wiki quality audit
- Wiki pruning and relevance ledger
- Audit findings queue (2026-06-03)
- Deep review findings
- Client UI / server-loop perf findings
- Performance gain simulation
- Self-host testing field notes
- Cleanup and work lanes
- Hardening and authority
- UI / player workflows
- Client UI, HUD and menus
- UI HUD and dialogs
- Player UI workflow map
- Client UI systems atlas
- UI IDD collision repair
- UI control class library reference
- UI theme palette and style macros
- UI design inspiration 2026-07
- Available-actions client gate FSM
- Gear/loadout/EASA atlas
- Gear template profile filter
- Vehicle cargo equip loop bounds
- Factory and purchase systems atlas
- Service menu affordability guards
- WASP overlay
- Class-skill system reference
- Skin selector and class swap
- Earplugs audio toggle
- Mission audio catalog
- HQ radio knowledge-base catalog
- QoL trio player hints
- Player vehicle/travel actions
- Tooling / release / integrations
- Tools and build workflow
- Warfare web tools
- Ecosystem & companion repos
- Zargabad tooling parity
- July 2026 release readiness
- Operator monitor and CPU affinity tools
- Tooling release readiness audit
- Source fix propagation queue
- Agent release readiness ledger
- Release source intake map
- Testing/debugging/release workflow
- Current RPT release gate
- RPT telemetry consumer port map
- External integrations
- Integration trust boundary audit
- AntiStack database extension audit
- Community & Dev
- Community & Dev
- Miksuu upstream wiki import / archive index
- Upstream changelog feature leads
- Developer history and upstream lessons
- Upstream Miksuu commit intel
- Upstream mining ledger
- Archive script mining v2
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- PR8 and Drone upstream lesson match
- Development lessons learned
- External research reports
- Audit archive 2026-07
- Briefing reference
- Utes invasion concept
- Miksuu archive: Home
- Miksuu archive: Welcome
- Miksuu archive: Big announcements
- Miksuu archive: Changelog
- Miksuu archive: Development process
- Miksuu archive: Discord bot
- Miksuu archive: Gameplay videos
- Miksuu archive: LoadoutManager
- Miksuu archive: Chernarus script architecture
- Base-game visual catalogs
- Compatibility and references
- HC upstream history and lessons
- Player stats branch audit
- BuyMenu EASA QoL branch audit
- Perf quick wins branch audit
- Commander positions branch audit
- Zargabad branch audit
- Quad AI Commander concept
- Arma 2 OA external reference guide
- Base-game config & image reference
- Arma 2 OA compatibility audit
- Arma 2 OA agent traps reference
- Arma 2 OA command versions
- Wiki source consistency
- External Arma 2 OA reference index