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[HELP] Neuz CPU Ussage and memory

Discussion on [HELP] Neuz CPU Ussage and memory within the Flyff Private Server forum part of the Flyff category.

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Old   #1
 
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[HELP] Neuz CPU Ussage and memory

I need some help how to optimize and make it low CPU usage and memory usage of neuz.exe need some help here Thanks in advance.

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Old 03/02/2021, 19:05   #2
 
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Why do you want to do this?
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Old 03/05/2021, 11:08   #3
 
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Quote:
Originally Posted by Wanetrain View Post
Why do you want to do this?
to make it low.
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Old 03/05/2021, 17:42   #4
 
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Quote:
Originally Posted by Wezzy_Dev View Post
to make it low.
That is the question... WHY you wanna do this?

What do you hope from it? "Yea, my Neuz is using 100MB Ram instead of 500", wtf is this?
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Old 03/06/2021, 14:55   #5
 
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not not the memory is the huge problem the problem is the CPU Ussage is too high! so Player having a core to duo or low spect computer cpu can't handle the usage .
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Old 03/07/2021, 19:25   #6
 
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Maybe add some "hide" features in options (players, sfx, pets, etc.)

It really depends on what your players are doing.

My client will be between 10-20% CPU when standing in Flarine (alone).

But if you have a lot more players, the client needs to render all of that..
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Old 03/08/2021, 11:19   #7
 
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disable the npc shouts. Take it enough Cpu ussage.
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Old 03/08/2021, 17:34   #8
 
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Quote:
Originally Posted by TrøublêMakêr View Post
disable the npc shouts. Take it enough Cpu ussage.
Not realy.

Well, rework the whole render. Only thing you can do for a good decrease on CPU usage.

Reason: Calculation of the FPS is handled by the CPU.

Possible things you can do:

- Working with elapsed time (in every render function)(render in flyff is just dumpsterfire, don't do it if you don't know what todo (NO C&P!!))

or

- Remove the whole d3d9 core and use another, like d3d11, create a new render pipeline and so on. (Yea.. Takes atleast months for doing this, not worth it, and also req a huuuuuge knowledge)

or

- Just do nothing, because it is lagacy to support old CPU. (**** wtf, this game is based on 2004 CPU)
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Old 03/10/2021, 23:50   #9
 
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Quote:
Originally Posted by Wanetrain View Post
Not realy.

Well, rework the whole render. Only thing you can do for a good decrease on CPU usage.

Reason: Calculation of the FPS is handled by the CPU.

Possible things you can do:

- Working with elapsed time (in every render function)(render in flyff is just dumpsterfire, don't do it if you don't know what todo (NO C&P!!))

or

- Remove the whole d3d9 core and use another, like d3d11, create a new render pipeline and so on. (Yea.. Takes atleast months for doing this, not worth it, and also req a huuuuuge knowledge)

or

- Just do nothing, because it is lagacy to support old CPU. (**** wtf, this game is based on 2004 CPU)
man hatte FPS dropps gehabt und kein CPU. Mein Fehler.
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Old 03/11/2021, 13:52   #10
 
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There is a common CPU usage fix that i think reduces the CPU usage by about half in Timer.cpp at SetFST. However since I see it being sold in various places I am not 100% sure if this is a 'public fix' or a sold fix. So I will not share the exact details/code.
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Old 03/15/2021, 03:28   #11
 
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Quote:
Originally Posted by FlyffDeveloper View Post
There is a common CPU usage fix that i think reduces the CPU usage by about half in Timer.cpp at SetFST. However since I see it being sold in various places I am not 100% sure if this is a 'public fix' or a sold fix. So I will not share the exact details/code.
V21.2 leaked source code has a change that removed the call to "Sleep" and put calls to "UpdateTime" inside a while loop.
I guess that has the fix that is being sold?
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Old 03/19/2021, 12:06   #12
 
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Quote:
Originally Posted by xTwiLightx View Post
V21.2 leaked source code has a change that removed the call to "Sleep" and put calls to "UpdateTime" inside a while loop.
I guess that has the fix that is being sold?
The other way around.

This is how offi has done it:
Code:
while (m_lTime < (1000 / FRAME_PER_SEC))
	UpdateTime();
And this is the fix from Aether Flyff Source:
Code:
if( m_lTime < (1000 / FRAME_PER_SEC) )
{
	Sleep( (1000 / FRAME_PER_SEC) - m_lTime );
	UpdateTime();
}
And yes its already public on another forum.
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