Technical information
I have optimized the script as much as possible, but achieving perfect performance is not always feasible in a system with this many detailed objects.
First of all, the script only runs for players who are within the active farming area. Vehicles and field objects are not spawned for distant players, which helps prevent unnecessary resource usage. When outside the active area, the script's CPU usage remains at 0.00.
When a player enters the area and vehicles begin to spawn, or any action is performed on the field, CPU usage ranges between 0.01 and 0.04. When the script is fully active β during planting, harvesting, or baling β CPU usage increases to around 0.05 to 0.12.
If players disable object animations through in-game settings, active CPU usage can drop to around 0.02 to 0.05.
When multiple players are working simultaneously, the number of spawned vehicles and objects increases, which can lead to FPS drops. To reduce this, Iβve implemented several in-game optimization toggles that players can control manually.
Additionally, thereβs a setting to reduce object density. Instead of spawning all crop and straw objects, only the ones at the beginning of each row are spawned. This greatly reduces the number of scene objects and minimizes performance loss.
If only two or three players are working in the same area, FPS drops are barely noticeable.
π Resmon Results
Outside the active area: 0.00 CPU
During vehicle spawning or field interaction: 0.01 β 0.04 CPU
With markers and drawtext enabled: 0.04 β 0.06 CPU
During active work: 0.05 β 0.12 CPU
During active work with object animations disabled: 0.02 β 0.05 CPU
While the script maintains very low CPU usage under normal conditions, usage may increase depending on the number of active players and spawned objects.
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