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Game Lag White Paper › L9 Server game process

Pathfinding storm Pathfinding storms

Cause ID sp-pathfinding · Primary owner Game team (Server development)

Open the interactive card with figures and simulations →

When hundreds of monsters chase players and compute paths at the same time, it takes a lot of CPU.

Why Large mob pulls or mass spawns send many monsters chasing players at once → Effect Each monster runs its own pathfinding → On screen Slow motion in that hunting ground only

Symptoms
Slow motion
Factors
Stall
Who’s affected
Specific zone/channel
When
When crowds gather
Owner
Primary owner Game team (Server development)
Game team action items
Cache paths, cap the number of path computations, split the work across several ticks.
On the graph
Rises with load · Server tick time, monsters per zone
Where to look
Number of monsters chasing players and tick time, per zone. Without a separate count, per-function CPU share of the game process from perf top -p
Confirmed if
Tick time grows during large mob pulls and mass spawns, and pathfinding (path search) functions take a large share of CPU time
Ruled out if
Ticks grow when there are few monsters but many players: points to AOI calculation or broadcast fan-out
Check with
Game server or client logs and metrics

Sources

  1. AI.NavMesh.pathfindingIterationsPerFrame Unity
    Pathfinding processes only a set number of nodes per frame, spreading the work over several frames, so the game stays smooth even with long paths or many requests at once
  2. perf-top(1) — Linux manual page perf
    Shows live CPU share per function (symbol) for a running process (-p)

See also

Same layer: L9 Server game process

Same symptom (Slow motion), other layers

View the interactive card with figures and simulations