Why are server requirements so high?

FlyveHestFlyveHest Join Date: 2012-11-02 Member: 165847Members
<div class="IPBDescription">Its almost ridiculous</div>Hi all,

I setup a NS2 server closely after launch, but haven't had time to play on it before yesterday, where I found out that performance on the server is pretty atrocious, server-side stuttering (as ping was <30 all the time), and the perf meter in the serverbrowser was below 30 when I joined.

Its running vanilla, 16 slots, nothing fancy and nothing else is running on the server.

So, I found the post about the requirements for running a server, and I was pretty baffled, why in the world are the NS2 servers requirements so high? I mean, I am running 10 Left 4 Dead 2 servers on a similar machine (running virtualized under ESXi), this is potentially 80 players with loads of AI controlled zombies and that runs without a hiccup, but 16 players, no AI and nothing else on the server, and NS2 is very near to being unplayable.

I really would like to host some NS2s for our small gaming community, but thats not going to happen if the requirements are so high.

Does anyone know why? Some words from a dev would be really nice, because I can see no real reason for the requirements to be so astronomical.

Comments

  • NottheoneNottheone Join Date: 2010-07-27 Member: 73181Members
    The server requirements are high because the game uses a lot of CPU. Even the best servers have to overclock their processors to 4.6Ghz, and even then it can still ###### up on certain maps.

    The team is working hard on improving performance, but their main focus has been gameplay, because you CAN in fact play the game, but comparing NS2 to L4D2 is ridiculous. This is an indie game, they are not a triple A producer, they still have work to do even after launch.

    However this is just from my personal experience, and what I've read around, if anyone can clarify even more I would love that.

    And when my i7 processor can't even run the game at full resolution at any graphics settings, that just shows me that there is still work for them to do. But thank god it's their own engine, so they can mess around with the game just the way they want, and they can still improve the game as much as they want.

    My last words would be patience, it will all get better in time, and honestly compared to the early alpha stages and most of the actual beta this game was 100% unplayable for me, but now it's actually in a playable state, so my advice would be for you to just sit down, relax and play some games on the real servers untill they can get some more fixes in to hopefully improve performance :)
  • MaxunitMaxunit Join Date: 2005-02-01 Member: 39414Members, Reinforced - Shadow
    edited November 2012
    There are a lot of issues with the Spark Engine in terms of Performance, but those should hopefully be fixed in the near future.

    If I compare the current Build 228 with the first Alpha Build ever, Build 228 runs 100% better than the first Alpha Build. Back then I only had 10 - 15 FPS on decent settings, now I have 25 - 40 FPS on highest settings.

    Another thing is, that the state of the Server can affect your performance/gameplay as well. It is always best only to join servers with a performance of 75+ (in my opinion).

    That's about the Client.

    I think there are still more memory management issues in the Server Software itself and I can't really understand it, why a Server Software needs PhysX. Why is the Server Software calculating Client-Side physics anyway? This is really strange.
  • FlyveHestFlyveHest Join Date: 2012-11-02 Member: 165847Members
    While I fully understand that UW is a small developer, and that NS2 of course will have post-launch patches, I just found it somewhat strange that they haven't prioritized server optimizing more than they have (but, I don't know if they actually HAVE improved server perf compared to previous releases, as I did not run a beta server), seeing that the game requires servers, and the more community servers are available, the better for the game overall.

    Having to have OCed CPUs just to run a single 16 slot server is just wrong, and I think the game will suffer from it, if the perf metric on the serverlist is correct, there are plenty of the official servers that are struggling to keep up, and this just leads to a poor impression of an otherwise pretty fantastic game.

    I really hope that they are prioritizing server performance, so players will get the best experience possible.

    <!--quoteo(post=2009634:date=Nov 4 2012, 04:02 PM:name=Maxunit)--><div class='quotetop'>QUOTE (Maxunit @ Nov 4 2012, 04:02 PM) <a href="index.php?act=findpost&pid=2009634"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think there are still more memory management issues in the Server Software itself and I can't really understand it, why a Server Software needs PhysX. Why is the Server Software calculating Client-Side physics anyway? This is really strange.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That had me puzzled as well, it might just be a dependency that they haven't removed.
  • suttysutty Join Date: 2010-08-01 Member: 73403Members
    While I do agree server requirements are high, I've just looked at my server graph and with 20 people it seems to be running fine.

    <img src="http://yttusyttus.eu/pics/serverp.jpg" border="0" class="linked-image" />

    Server specs I7 975 @ 3.6 Ghz with 24gb of RAM on 100mbit up/down. The 975 is no longer a spring chicken and running nowhere near 4.4 Ghz :)
  • GartermanGarterman Join Date: 2003-09-24 Member: 21158Members
    +1 with most of the above.

    I have an NS1 server running 300fps, 30 players, lots of plugins and only uses 50% of one core.
    My NS2 server is running 30fps (at best) with 16 players, vanilla and maxxes out a core.

    I can't think why an NS2 server might have so much extra (real) work to do.

    Looking forward to some server & client optimisations.
  • CamronCamron Join Date: 2011-01-06 Member: 76356Members
    <!--quoteo(post=2009869:date=Nov 4 2012, 02:10 PM:name=Garterman)--><div class='quotetop'>QUOTE (Garterman @ Nov 4 2012, 02:10 PM) <a href="index.php?act=findpost&pid=2009869"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I can't think why an NS2 server might have so much extra (real) work to do.<!--QuoteEnd--></div><!--QuoteEEnd-->
    LUA
  • fireshroomfireshroom Join Date: 2009-03-22 Member: 66856Members
    edited November 2012
    I dont see why the OP is having such low performance for 16 slot box. I am running my 16 slot on a older x5460, rarely do i see tick below 25 with the server full.

    If you running the ns2 box in ESXI make sure you change your VM's cpu resource shares to higher then normal.
  • crunchycatcrunchycat Join Date: 2012-11-02 Member: 166082Members
    I'm running a 20 slot on an i3-2100 with no performance issues on all maps.
  • endarendar Join Date: 2010-07-27 Member: 73256Members, Squad Five Blue
    Yes server performance isn't great, OP you haven't mentioned what CPU and clock-speed you have?

    It's possible that there is another issue, such as the processor down-clocking itself using one of many technologies. These can cause any server, at ANY clockspeed so suffer horrible performance, similar to what you have. But then again, so does running a slow cpu, so we can't tell without knowing specs.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    You don't need an OCd CPU to run a 16 player NS2 server anymore, but it does need to be a high powered i5/i7/Xeon (in the 3.4GHz+ range). 20-24 player servers still do need about 4.2GHz to run smoothly for longer rounds.

    However, server performance has improved quite dramatically over the course of the beta. Those 4.4GHz OCd beasts used to have trouble handling 8 players in the early beta.
  • FlyveHestFlyveHest Join Date: 2012-11-02 Member: 165847Members
    <!--quoteo(post=2010122:date=Nov 4 2012, 10:35 PM:name=endar)--><div class='quotetop'>QUOTE (endar @ Nov 4 2012, 10:35 PM) <a href="index.php?act=findpost&pid=2010122"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes server performance isn't great, OP you haven't mentioned what CPU and clock-speed you have?

    It's possible that there is another issue, such as the processor down-clocking itself using one of many technologies. These can cause any server, at ANY clockspeed so suffer horrible performance, similar to what you have. But then again, so does running a slow cpu, so we can't tell without knowing specs.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Its a dualcore 2.7ghz machine (2 of 8 HT cores on an older I7 920 running under ESXi)

    As mentioned, I have a similarly specced VM machine on the same server, that runs 10 L4D2 servers smoothly.

    I really hope that they get the servercode optimized, so more people will be able to host servers, I know my community would love one of these.
  • kk20kk20 Join Date: 2012-10-30 Member: 164592Members
    16 played combat mod using a VM which has been assigned 4GB RAM and 2 cores of a 2.4 XEON E5530 with a 4MB slice of bandwidth (configured to allow overspike by 10Mb for no more than 3 seconds every 30seconds). It has only been properly running last night but played fine when full. No major spikes or drops. CPU is usually 80%+ on 1 and about 50% on the other. RAM was never full and always had free pool (as well as cache)
  • mangaultimemangaultime Join Date: 2012-11-13 Member: 170395Members
    i've launch 2server 16slot on my xeon W3520 @ 2.67GHz, 8 cores. cpu load 50%

    I use debian squeeze + wine and no probleme.

    before i've launch 1 server 24slot and gameplay is horrible
  • VitdomVitdom Join Date: 2012-04-30 Member: 151345Members, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    edited November 2012
    The server engine utilizes 2 main CPU threads and the server process should have the affinity set to "Realtime" in order to minimize eventual delays in the OS CPU work queue. I sometimes run a 16p server at ~3.1 GHz Intel Core i7 4 core CPU, and it is very stable, and only drops to an average of 25 ticks/second at the end of long and intense rounds, though the load effects are minimal/unnoticeable on gameplay experience.

    The reason why a fast instruction execution rate of the CPU is required by the NS2 engine is because it interprets a lot of Lua scripts, as NS2 is largely written in Lua. I am sure dividing and balancing the work load to several CPU threads, and decreasing the execution times / tick, is one of the priorities for the UWE team, so performance will increase greatly later on into the development.
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