TF999 Docs

Zeus Performance

An AI culler that keeps the server running smoothly by switching off AI that nobody is near, and switching them back on when needed.

How the culling works

  • AI infantry beyond a set distance from every player is put to sleep (its simulation is disabled), with a separate distance for BLUFOR, OPFOR, Independent and civilians.
  • AI close to a player are always kept active, and AI seen by a player are kept active.
  • AI in or near combat, and groups that still have waypoints to follow, are woken up and kept going.
  • A cap limits how many AI can be active at once.
  • Crew inside vehicles are never culled, and units that die while asleep are woken.
  • The work is spread over time so the server does not stutter.

On the client

Each player can also hide AI that are behind terrain and out of view, to reduce load on their graphics. Nearby AI are always shown, and corpses beyond a set distance can be hidden.

For Zeus

  • A right-click Toggle Culler Protection on AI lets Zeus exempt units from culling.
  • A status window shows the culler state, lets you enable or disable it, and lets you view or change the main values. An FPS graph panel shows server performance.
  • Optional name labels and floating labels mark units as culled, protected or overridden.

Settings

Under Addon Options → AI Culler (server values) and AI Culler - Client (personal display options): on/off at start, max active AI, cull distances, check interval, minimum active radius, combat detection radius, notifications, labels and debug options. See settings_users.md. No keybinds.