FPS related to networking problems?
sonix1977nl
Join Date: 2006-12-02 Member: 58831Members, Reinforced - Silver, WC 2013 - Supporter
Hi all (and especially the developers)? I noticed that when networking problems with servers start to arise (server is lagging or about to crash) that the performance client side also suffers. I understand a laggy server will result in laggy movement on the client, but the framerate takes a dive as well. Are they somehow related?
Comments
25-45% GPU USAGE
25-50% CPU USAGE
min 22 fps max 60
on spectate 90% usage 100 fps
I only used 1 GPU
<img src="http://team-underground.net/privat/natural%20selection%20performance.jpg" border="0" class="linked-image" />
Heh, if a server is low enough on ticks (3-8), your FPS will indeed be cut in half if not more by the excess of predictions the client has to make.
GPU waiting for CPU to catch up. CPU is the bottleneck in NS2 on 99% of gaming PCs.
<!--quoteo(post=1901364:date=Feb 9 2012, 09:35 PM:name=McMarius11)--><div class='quotetop'>QUOTE (McMarius11 @ Feb 9 2012, 09:35 PM) <a href="index.php?act=findpost&pid=1901364"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->25-50% CPU USAGE<!--QuoteEnd--></div><!--QuoteEEnd-->
Lack of multithreading in gameplay code leads to low usage.
<!--quoteo(post=1901364:date=Feb 9 2012, 09:35 PM:name=McMarius11)--><div class='quotetop'>QUOTE (McMarius11 @ Feb 9 2012, 09:35 PM) <a href="index.php?act=findpost&pid=1901364"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->on spectate 90% usage 100 fps<!--QuoteEnd--></div><!--QuoteEEnd-->
Probably because all the code that runs while spectating (there's <b>a lot</b> more going on when actually playing) is easily parallelized/multithreaded, but not entirely sure.
We're on it.
It's a lot more about Lua slowness and incredible slowness of player sim code (run in prediction many, many times). If you use showbudget in Source you'll see that prediction takes at most 1% of all CPU time.