RU/engineStreamingSetProperty
This function changes the behavior of the GTA:SA streaming system. It is meant to optimize the performance of the game for your custom server. Changes in these properties affect the gameplay quality of the entire server.
Syntax
bool engineStreamingSetProperty ( string propertyName, var propValue )
Arguments
- propertyName: the name of the streaming property you want to change
- propValue: value to pass to the property
Valid Properties
MTA:Eir/functions/engineStreamingSetProperty/validProps ru
Useful Media
- https://dl.dropboxusercontent.com/u/55896914/eir_resources/streaming_opt.zip - streaming debugging resource
- https://dl.dropboxusercontent.com/u/55896914/eir_resources/streaming_test.zip - streaming mode example resource
- http://youtu.be/sk8WsHwPgsU - showcase video
Returns
Returns true if valid arguments have been passed, false otherwise.
Examples
This snippet ultimatively fixes the world flickering.
engineStreamingSetProperty( "strictNodeDistrib", false ); engineStreamingSetProperty( "infiniteStreaming", true );
This snippet sets the Streaming GC system to sparse mode. In this mode only the preallocated amount of Streaming GC nodes is allowed. Keeping a low amount of Streaming nodes is interesting for performance optimizations.
engineStreamingSetProperty( "gcOnDemand", true ); engineStreamingSetProperty( "infiniteStreaming", false ); engineStreamingSetProperty( "strictNodeDistrib", true );
This snippet turns on fibered loading when the Streaming system is busy and leaves it that way for five seconds.
engineStreamingSetProperty( "isFibered", false ); local lastBusyTime = false; local fiberedDuration = 5000; addEventHandler( "onClientRender", root, function() local isBusy = engineGetStreamingInfo().isBusy; if ( isBusy ) then local now = getTickCount(); if not ( lastBusyTime ) then lastBusyTime = now; engineStreamingSetProperty( "isFibered", true ); end elseif ( lastBusyTime ) then if ( now - lastBusyTime > fiberedDuration ) then engineStreamingSetProperty( "isFibered", false ); end end end );
This snippet makes the world load very slow. Lag spikes cannot occur due to Streaming loading anymore.
engineStreamingSetProperty( "isFibered", true ); engineStreamingSetProperty( "fiberedPerfMult", 0 );