Open milivojm opened 3 years ago
As I wrote to @milivojm already, this should be probably automated via .bat
or PowerShell as repeated launch of arma3.exe
with -autotest
. See -autotest
on https://community.bistudio.com/wiki/Arma_3:_Startup_Parameters.
This means creating a set of consistent testing missions, some of which rigorously focus on graphical performance (where AI have disableAI "FSM"
and are manually scripted with setDestination
or doMove
/doStop
/fire
/etc. for maximum run-to-run consistency. Explosions happen as createVehicle
of a mine at an exact position (CAN_COLLIDE
) and setDamage 1
on it.
Another mission would then be more relaxed and let AI do their thing (to test LAMBS, etc.), another mission would give random loadout (like Arsenal has a RANDOM button) to all AI in the first/second mission to see if there are performance issues using some weapons/gear. Or maybe not random, but specifically only weapons/gear from each mod (configSourceModList
) if that mod includes full gear (at least primaryWeapon, uniform, vest).
And so on ...
Then we could run -autotest
overnight, collect numbers for 100+ arma.exe
runs from RPT (possibly via a script with regexes, not human) and do math with the numbers.
Moving to ideas repo.
I agree with @freghar here, this needs to be automated and benchmarked so we can run it for every new mod we want to put into modset. Freghar mentioned YAAB mission (https://steamcommunity.com/sharedfiles/filedetails/?id=375092418) as a good starting point.
This needs it's own repository.
WIP mission 1 - https://gist.github.com/milivojm/b01137c9d23f4b644d3792ad0ef1d242 WIP powershell script - https://gist.github.com/milivojm/f14101eaf6360cf13fd38c0f8c29d406
We're using many mods and usually just look at them just by looking at the size on the disk. We should take a look also on runtime footprint of the mod (RAM, background scripts, impact on other mods, Cfg) etc.