3 hours ago, niripas said:
It’s a lot faster than type  Thx!
good to hear. np.
for this operation i do expect it to run as fast as a c++ app, and using c# should eliminate the problem of 32/64 bit.
luckily i had a standalone dev environment from space engineers modding, because i also just code on linux - and c# is only for unity3d.
2 hours ago, Koromac said:
definitely works, but not for very long.
my result was, that i had to rerun the precache after a few hours of work on the pc, but as long as star conflict was running and i did not do anything else besides it, the cached files stayed where they are. so i doubt, they will be “uncached” while only SC is running. It does depend on your amount of RAM of course, I doubt its useful below 16 gigs.
As said, I even saw a 400 MB file in RAM from something I definitely used the day before when i first started it up. the other tool we talked about in the thread allows to actually see which files are in that magic memory standby mode.
in the game it worked. however, i did still feel the first joinlag slightly, so probably there was still a file not on the list. but it was barely noticable.
i had oregyen on the other side, who had to report his join lags, and he reported a lot more, i only felt the first, and a lot more slightly than usual (half a second, and i am very very sensitive to stuff like this)
so it definitely works.
as said, it depends on how much ram you guys have. and its possible to run the script actually after you entered SC aswell.
with low ram, both options are less of an option. the ramdisk will reduce your available memory, and you have to load a lot more on it than you actually need. the cache will be emptied a lot earlier than needed.
and while precaching the data is helpful, i am still rather on the side of not doing it like this in the game, but rather fix the asset loading mechanism to make slight delays between ops, do the whole thing serially (file after file), use one dedicated thread, preallocate players, etc. so anything to reduce the sudden extreme loading of data when people join. since joining players have a countdown, there is more than enough time.