Open hkkongou opened 2 years ago
Can you show a picture of the path?
Can you show a picture of the path?
the old one is like red and new one is like yellow
attached 2 video
use-new-finder: false https://youtu.be/4_oxggWT-A0
use-new-finder: true https://youtu.be/4R2j_gL0-J8
the reason why i try to use new finder is because old finder move very abnormal, so i use new, but new is laggy
Hm looks like you're flying and using NPC targeting which may account for some lag.
Hm looks like you're flying and using NPC targeting which may account for some lag.
i am actually using sentinel guard
in the video ,indeed i was flying, but is the same when i walk on the ground, it just doesn't walk diagonally. (i have player tested , they can't fly)
There are several config options in plugins/Citizens/config.yml
that might help with pathfinding performance, notably:
npc:
pathfinding:
new-finder:
iterations-per-tick: 5000
maximum-new-pathfinder-iterations: 10000
tweaking those iteration counts to be lower counts to be lower can generally help with new finder performance.
Also, as you're using Sentinel, the Sentinel config option:
# Whether to use Sentinel's entity chase pathfinder.
# If set to 'false', will use the Citizens built-in one instead.
workaround entity chase pathfinder: true
May be relevant. false
might potentially have better performance, at the cost of the NPC being less effective at reaching and hitting the target.
There are several config options in
plugins/Citizens/config.yml
that might help with pathfinding performance, notably:npc: pathfinding: new-finder: iterations-per-tick: 5000 maximum-new-pathfinder-iterations: 10000
tweaking those iteration counts to be lower counts to be lower can generally help with new finder performance.
Also, as you're using Sentinel, the Sentinel config option:
# Whether to use Sentinel's entity chase pathfinder. # If set to 'false', will use the Citizens built-in one instead. workaround entity chase pathfinder: true
May be relevant.
false
might potentially have better performance, at the cost of the NPC being less effective at reaching and hitting the target.
thank you, i just tuned down those two citizen config and for the sentinel one is default false
i will see for some moment , thank you
There are several config options in
plugins/Citizens/config.yml
that might help with pathfinding performance, notably:npc: pathfinding: new-finder: iterations-per-tick: 5000 maximum-new-pathfinder-iterations: 10000
tweaking those iteration counts to be lower counts to be lower can generally help with new finder performance.
Also, as you're using Sentinel, the Sentinel config option:
# Whether to use Sentinel's entity chase pathfinder. # If set to 'false', will use the Citizens built-in one instead. workaround entity chase pathfinder: true
May be relevant.
false
might potentially have better performance, at the cost of the NPC being less effective at reaching and hitting the target.
hello i just changed to new finder with the settings you provided, however there are still lag spikes, previously can cause a 1000-2000ms spike from spark tickmonitor and now can do a 500-700 spike, which is still, not good as compare with old finder, which have no spikes at anytime, what should i do?
https://spark.lucko.me/1WJUePvOfE
my tps just dropped to 1 with 30players , spark checked, is citizen lag
I believe it's because the sentinel is unable to find a path to the player. There are mitigation strategies I need to implement for this; I have not done it yet.
/version
output/version Citizens
outputLog file
https://paste.denizenscript.com/View/92230
config.yml
https://paste.denizenscript.com/View/92232
saves.yml
https://paste.denizenscript.com/View/92231
Profiler report
https://spark.lucko.me/rDZZKEsi3p
Description
using finder 1 is causing npc moving so strangely, so i used finder 2, but when i use finder 2, it have very serious lag spikes, you can see in the spark profiler.