ArgathorJoin Date: 2011-07-18Member: 110942Members, Squad Five Blue
Almost entirely the Server CPU speed.
The Server.exe still mostly uses one core. At the moment to maintain the cap (30/ticks) for most of the game it requires cores running at around 4.5ghz for 16 players.
Hopefully this will improve soon, we are starved of good servers and that is a crazy requirement.
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
The two main in-game factors are: - Playercount - Number of current entities (players, structures, AI, etc)
You can improve the tickrate by reducing the max playercount (I'd start at 18 and move down in increments of 2, e.g. 16 -> 14 -> 12, until you reach an acceptable tickrate).
There isn't much you can do about the second issue, which basically means that longer games = more entities = lower performance.
Also, as Argathor mentioned, increasing your server's CPU clock speed can help, but even the most powerful servers right now (i5/i7 4.5GHz+) are having low tickrate issues with 18 players and longer games.
Comments
The Server.exe still mostly uses one core. At the moment to maintain the cap (30/ticks) for most of the game it requires cores running at around 4.5ghz for 16 players.
Hopefully this will improve soon, we are starved of good servers and that is a crazy requirement.
now i installed the windows new on the root system and change the cpu speed from 3,4 ghz to 4,2 but no effect, the server ticrate still drops to 7
- Playercount
- Number of current entities (players, structures, AI, etc)
You can improve the tickrate by reducing the max playercount (I'd start at 18 and move down in increments of 2, e.g. 16 -> 14 -> 12, until you reach an acceptable tickrate).
There isn't much you can do about the second issue, which basically means that longer games = more entities = lower performance.
Also, as Argathor mentioned, increasing your server's CPU clock speed can help, but even the most powerful servers right now (i5/i7 4.5GHz+) are having low tickrate issues with 18 players and longer games.
the server.exe run on all cores (cpu-z: 1,7ghz) now it run on 1 core (cpu-z:4,2ghz)
the server.exe run on all cores (cpu-z: 1,7ghz) now it run on 1 core (cpu-z:4,2ghz)<!--QuoteEnd--></div><!--QuoteEEnd-->
They are working on multithreading.
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