Quality of Life

Oblixion

Still here
Executive
Joined
Jan 4, 2019
Messages
1,563
Hello everyone, we wanted to make a post to hopefully bring answers to some of your questions and give you an update on what leadership is currently working on.

As some of you might know, the development team has taken a step back from adding new large scale assets to the server. Such as new jobs. As leadership, it's our job to make sure that the players have an enjoyable experience while on our servers. After reviewing some statistics and getting feedback from the community, we realized that it would be beneficial for our team to concentrate on improving the servers quality of life. With that being said, we have made modifications to our resources to allow for a smoother and more enjoyable atmosphere. This is an ongoing project. We are making an effort to go through every resource and enhance it's performance.

We are confident that our development team is making significant improvements to the performance on the server. But do not worry, you can expect some new features in the upcoming future. If you have any questions, or concerns, feel free to let us know.

Happy gaming!
 
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Does that mean plugins and resources not being used are finally being taken out :SupPog:
 
Does that mean plugins and resources not being used are finally being taken out :SupPog:

As said in the post, we are optimizing our resources to allow for better performance. If a resources was not being used, it was removed.
 
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Dev team beating up texture loss & lag issues (colorized - circa. 2020)
 
To add on for clarity why we are not adding additional interiors/whitelisted jobs at this point of time.

Whitelisted jobs upon login. Right now, we have over 80+ jobsets which include as you log in (it shifts to see what job you are set as in many different scripts) each script looking for a certain rank. These produce hitch warnings which lag the server depending on what job set you are. We pin pointed this issue and are stopping anymore whitelisted jobs from being put in the server at this time. Approved ones have been already taken into consideration.

Map mods/interiors
How this works, we download a map and stream it to our server. Server sided and client side memory is taken up with the props and textures being streamed. Cars are the same way. You have virtual memory and physical memory. FiveM generally has a set memory that if you go over, you will generate texture loss.

Every prop in a map we stream gets added on to said memory. You could join the server in Sandy and cache the map and be at say 80% memory use. You go into town you start to add on caching the other map mods and custom cars around you, you could be at 95% or so. If you stay longer and you see more different cars or near more custom maps, you will be hitting 100% and over which starts the texture loss process. This is why some car shows tend to generate this.
If we keep adding on and adding on, we will be filled with just instantly losing textures playing 5 minutes into the game. We can only downsize and do so much with others work (due to devs locking mods). Removing major map mods is very much the best solution to what we can do with the server at this point. This is why we have temporary stopped accepting interiors at this time to address these issues here. If we could without affecting your quality of roleplaying in the server, we add all the most detailed amazing mods out there and then some.
The car dev team has done an amazing job handling the car textures lowering them down so it doesn't hurt us (as much) as it did.

I should've explained myself better in some of the post and request that have been made. I do admit that was bad on my part and hope that you guys don't hold it too much against me. I apologize.

Expect some adjustments in the server the next couple of weeks and keep an eye out in our Server Change log that is stickied.
 
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