> For the complete documentation index, see [llms.txt](https://docs.polat.shop/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.polat.shop/scripts/farmer-jobs-v2/technical-information.md).

# Technical information

<mark style="color:blue;">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.</mark>

<mark style="color:blue;">First of all, the script only runs for players who are within the active farming area.</mark>\ <mark style="color:blue;">Vehicles and field objects are not spawned for distant players, which helps prevent unnecessary resource usage.</mark>\ <mark style="color:blue;">When outside the active area, the script's CPU usage remains at</mark> <mark style="color:blue;"></mark><mark style="color:blue;">**0.00**</mark><mark style="color:blue;">.</mark>

<mark style="color:blue;">When a player enters the area and vehicles begin to spawn, or any action is performed on the field, CPU usage ranges between</mark> <mark style="color:blue;"></mark><mark style="color:blue;">**0.01 and 0.04**</mark><mark style="color:blue;">.</mark>\ <mark style="color:blue;">When the script is fully active — during planting, harvesting, or baling — CPU usage increases to around</mark> <mark style="color:blue;"></mark><mark style="color:blue;">**0.05 to 0.12**</mark><mark style="color:blue;">.</mark>

<mark style="color:blue;">If players disable object animations through in-game settings, active CPU usage can drop to around</mark> <mark style="color:blue;"></mark><mark style="color:blue;">**0.02 to 0.05**</mark><mark style="color:blue;">.</mark>

<mark style="color:blue;">When multiple players are working simultaneously, the number of spawned vehicles and objects increases, which can lead to FPS drops.</mark>\ <mark style="color:blue;">To reduce this, I’ve implemented several in-game optimization toggles that players can control manually.</mark>

<mark style="color:blue;">Additionally, there’s a setting to reduce object density.</mark>\ <mark style="color:blue;">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.</mark>

<mark style="color:blue;">If only two or three players are working in the same area, FPS drops are barely noticeable.</mark>

### 📊 <mark style="color:orange;">Resmon Results</mark>

* <mark style="color:purple;">Outside the active area:</mark> <mark style="color:purple;"></mark><mark style="color:purple;">**0.00 CPU**</mark>
* <mark style="color:purple;">During vehicle spawning or field interaction:</mark> <mark style="color:purple;"></mark><mark style="color:purple;">**0.01 – 0.04 CPU**</mark>
* <mark style="color:purple;">With markers and drawtext enabled:</mark> <mark style="color:purple;"></mark><mark style="color:purple;">**0.04 – 0.06 CPU**</mark>
* <mark style="color:purple;">During active work:</mark> <mark style="color:purple;"></mark><mark style="color:purple;">**0.05 – 0.12 CPU**</mark>
* <mark style="color:purple;">During active work with object animations disabled:</mark> <mark style="color:purple;"></mark><mark style="color:purple;">**0.02 – 0.05 CPU**</mark>

<mark style="color:blue;">While the script maintains very low CPU usage under normal conditions, usage may increase depending on the number of active players and spawned objects.</mark>


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