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UNITAF members taking orders before an operation
Force Manual

The FM outlines our core skills, policies and guides to ensure every member stands ready for the mission ahead.

FM/BG-776 · v2.01

Performance

Code
FM/BG-776
Kind
Guide
Version
v2.01 1yr ago
Views
317
Platforms
As its document
Published by
LtCol James 15 Sep 2025
Last material change
v2.00 Added justification

Performance

The single most important aspect of your role as a Zeus is to ensure both a playable experience for the players and exceptional server performance. Achieving this requires careful resource management, particularly regarding objects and AI. The simplest way to maintain good performance is to minimise objects and AI that are not visible or within the effective range of players. Here's how and why:

Eden Editor Best Practices
ActionReason
Use Simple Objects & disable simulation for non-interactive props (walls, set pieces).Saves processing power by skipping physics on objects players won’t interact with.
Keep object count as low as possible.Every object consumes resources, even unused ones. Fewer objects = smoother performance.
Avoid repeatable scripts where possible.Constant loops and triggers add server load. Use one-time triggers or static solutions.
Avoid Dynamic Simulation if players have long view distances (CAV, Air, snipers).Objects may pop in/out unrealistically at long range, breaking immersion.
In-Game Best Practices
ActionReason
Spawn AI gradually rather than all at once.Prevents sudden lag spikes and server desync.
Wait for AI to transfer to HC (Headless Client).Offloads AI processing from the main server, keeping performance stable.
Delete dropped weapons & corpses once players move on.They still consume resources as physical objects — clearing them keeps things smooth.
Group AI intelligently (2–3 groups instead of 20 single units).Each group has its own overhead — fewer groups = less server strain.
Limit total AI alive to ~2× player count (max).Keeps AI numbers manageable, avoiding lag and unplayable firefights.
Avoid excessive fragmentation assets (AI grenade launchers, autocannons).Fragment calculations are extremely costly for the server.
Minimize mobile scripts (e.g., sound emitters on moving vehicles).These track constantly and hurt performance if overused.