ID:2880127
 
How much faster does mapthreads make the server?

on /tg/Station13, alot:



we went from being to support ~80 players with a maptick budget of 40% to being able to support ~200.
Most of Eternia's CPU usage was map tick, roughly 93% of it. Now we don't know what to do with all the extra CPU freedom.

This feature is game changing (pun intended), and I said so to Lummox as soon as the first test went live for it.
I've been out of the loop with byond for almost a year, what are mapthreads? are they implemented automatically
Maptick, sendmaps, and world.map_cpu all refer to the same thing, the internal processing byond does at the end of every game tick.

This is when byond tells clients about any changes in the map or their position in it.

If a player's mob moved that game tick and this exposed more atoms/movables/mobs/objs/etc for them to see maptick is when byond tells the dreamseeker client about these things.

This scales with the amount of players connected to the server so if you want to support higher populations, improving maptick speed can let you do so without lag.

Mapthreads is just an internal byond change, where it will use multiple worker threads when doing the maptick, to take advantage of computers with multiple cpu cores.

Merely running a 515.1609 or later server is enough to get the benefit. This also requires no change on the part of the clients.