Maybe this is the cause of so much lag?

davidcavalcantedavidcavalcante Join Date: 2009-06-08 Member: 67754Members
I'm hosting a server in my connection (which has 800k upload) and only 1 person connected.

However, I've noticed that my upload rate is 140kiloBYTES/sec.

140kb/s for only 1 client connected?
I'm sure that this is the cause of so much lag.

Comments

  • ItalianmagicItalianmagic Join Date: 2008-12-13 Member: 65755Members
    more of an observation than a cause.
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    140KB/sec is definitely a potential cause, but not serious as long as the server can handle it. Most games don't exceed around 50KB/sec. So 3x the norm use isn't horrible...for an alpha.
  • davidcavalcantedavidcavalcante Join Date: 2009-06-08 Member: 67754Members
    <img src="http://a.imageshack.us/img529/9343/ns2bug.jpg" border="0" class="linked-image" />
  • davidcavalcantedavidcavalcante Join Date: 2009-06-08 Member: 67754Members
    <!--quoteo(post=1785163:date=Jul 27 2010, 01:23 AM:name=Racer1)--><div class='quotetop'>QUOTE (Racer1 @ Jul 27 2010, 01:23 AM) <a href="index.php?act=findpost&pid=1785163"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->140KB/sec is definitely a potential cause, but not serious as long as the server can handle it. Most games don't exceed around 50KB/sec. So 3x the norm use isn't horrible...for an alpha.<!--QuoteEnd--></div><!--QuoteEEnd-->

    140kb/s with only 1 client connected is VERY HIGH, even for a high bandwidth demanding game like Bad Company 2.
  • morbidarmorbidar Join Date: 2010-07-22 Member: 72660Members
    edited July 2010
    Well I don't think upload as being the cause it seems not to have any interpolation maybe which is causing insane lag with the server
    when people start joining everyone starts getting mouse delays and the such so there must be too much going on somewhere
    in the game with the added people.

    Which I guess can probably be grouped with the fact it is using alot of bandwidth as everything is having to send more data than
    that is needed.
  • SnakediverSnakediver Join Date: 2010-07-26 Member: 73027Members
    <!--quoteo(post=1785112:date=Jul 27 2010, 05:10 AM:name=davidcavalcante)--><div class='quotetop'>QUOTE (davidcavalcante @ Jul 27 2010, 05:10 AM) <a href="index.php?act=findpost&pid=1785112"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm hosting a server in my connection (which has 800k upload) and only 1 person connected.

    However, I've noticed that my upload rate is 140kiloBYTES/sec.

    140kb/s for only 1 client connected?
    I'm sure that this is the cause of so much lag.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Hmm.. so is it 140kiloBYTES (140kBps) or 140kiloBITS (140kbps)? They are two very different things. 140KBPS is 1120kbps (over 1mbps required).. which is quite a bit of bandwidth...

    Cheers,
  • davidcavalcantedavidcavalcante Join Date: 2009-06-08 Member: 67754Members
    <!--quoteo(post=1785211:date=Jul 27 2010, 01:30 AM:name=Snakediver)--><div class='quotetop'>QUOTE (Snakediver @ Jul 27 2010, 01:30 AM) <a href="index.php?act=findpost&pid=1785211"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hmm.. so is it 140kiloBYTES (140kBps) or 140kiloBITS (140kbps)? They are two very different things. 140KBPS is 1120kbps (over 1mbps required).. which is quite a bit of bandwidth...

    Cheers,<!--QuoteEnd--></div><!--QuoteEEnd-->

    140kiloBYTES/sec.
  • poweripoweri Join Date: 2006-11-26 Member: 58724Members
    edited July 2010
    I'm hosting a dedi right now, and a mere microsecond of packet sniffing gives me quite a good idea of what causes the lag:

    <b>The server keeps spamming insane amounts of "useless" strings (resources or realtime) to every client that's connected or connecting.</b>
    These are huge 1409-byte packets which DROWN all the real traffic beneath them, indeed ALL traffic, even DNS requests have a hard time getting out with just 5 clients connected!

    <a href="http://imgur.com/BeCOn.jpg" target="_blank"><img src="http://imgur.com/BeCOn.jpg" border="0" class="linked-image" /></a>

    And with some thousand(s) of players trying to join every server that comes online...
    What I think is happening is, the server replicates a hefty string table of resource names and other junk to every client that connects to it.
    If there weren't new connection attempts every 20 seconds it might not be so bad..
  • davidcavalcantedavidcavalcante Join Date: 2009-06-08 Member: 67754Members
    Yea.
    Obviously a server shouldn't be sending 140kilobytes/sec for only 1 client in a game like this (nor any other).

    Devs, please, take a look at this.
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    Sending comments through the game using F1 is a better source for this type of stuff.

    Not to say they aren't reading the forums and might stumble across it, but pressing F1 is a better place for it.

    Welcome to Alpha testing.
  • morbidarmorbidar Join Date: 2010-07-22 Member: 72660Members
    <!--quoteo(post=1785233:date=Jul 27 2010, 12:34 AM:name=poweri)--><div class='quotetop'>QUOTE (poweri @ Jul 27 2010, 12:34 AM) <a href="index.php?act=findpost&pid=1785233"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm hosting a dedi right now, and a mere microsecond of packet sniffing gives me quite a good idea of what causes the lag:

    <b>These server keeps spamming insane amounts of useless strings (resources or realtime) to every client that's connected or connecting.</b>
    These are huge 1409-byte packets which DROWN all the real traffic beneath them, indeed ALL traffic, even DNS requests have a hard time getting out with just 5 clients connected!

    <a href="http://imgur.com/0NTUF.jpg" target="_blank"><img src="http://imgur.com/0NTUF.jpg" border="0" class="linked-image" /></a>

    And with some thousand(s) of players trying to join every server that comes online...<!--QuoteEnd--></div><!--QuoteEEnd-->

    Also do we know what method they use at all? for instance source based games have tickrates 33, 66 or 100 updates a second maybe these servers
    are trying to update everything/one too frequently?
  • TacotaTacota Join Date: 2009-10-12 Member: 69027Members
    I hope they see this. Seems like a good observation/potential cause.
  • TquilaTquila Join Date: 2010-02-26 Member: 70738Members, NS2 Playtester
    All they have to do is open a server of their own and watch the commando prompt >.> I've never seen a cmd go as fast as my server did. Was insane. Out of interest morbidar, you got any numebr of connections? I crossed 5.000 easy.
  • LuitjensLuitjens Join Date: 2010-07-26 Member: 73034Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, Subnautica Playtester
    <a href="http://getsatisfaction.com/unknownworlds/topics/dedicated_server_is_full_should_drop_other_connections" target="_blank">http://getsatisfaction.com/unknownworlds/t...her_connections</a>

    Like/Get it noticed,

    I am pretty sure they know already though
  • IronFistIronFist Join Date: 2006-12-01 Member: 58805Members
    edited July 2010
    I posted about this <a href="http://getsatisfaction.com/unknownworlds/topics/theres_some_kind_of_connection_problem_were_looking_into_it" target="_blank">here</a>, but I don't know if it's been read by anyone yet.

    It would seem this only happens to full servers (but I have not confirmed this). The client sends a list of filename strings to sync with the server, but the problem is it keeps resending the same ones forever. For the short period of time I played, I saw a home broadband connection go down because of this as soon as it hit the max players.
  • morbidarmorbidar Join Date: 2010-07-22 Member: 72660Members
    Kola do you mean how many were in the server or the people trying to connect? lol I filled up 16 users rather quickly it doesn't take many though
    before the game gets completely unplayable as far as the people unable to connect I am not sure I didn't check that.
  • McGlaspieMcGlaspie www.team156.com Join Date: 2010-07-26 Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
    This strikes me as some kind of resource manifest traffic. Basically, the server is saying that it's the NS2 game/mod and client are supposed to validate they're running the same mod.

    Maybe a simple hash value could serve the same purpose? The Builder program could generate it when a mod/game is built and the clients only have to compare that value. In other words, a simple CRC type check. A GUID would work for this.

    I don't know, I'm basically taking a shot in the dark, guessing. Regardless of the Alpha'iness this makes me one happy panda to see NS2 hit this stage. Big step! Thank you UWE!
  • poweripoweri Join Date: 2006-11-26 Member: 58724Members
    edited July 2010
    <!--quoteo(post=1785361:date=Jul 27 2010, 08:00 AM:name=IronFist)--><div class='quotetop'>QUOTE (IronFist @ Jul 27 2010, 08:00 AM) <a href="index.php?act=findpost&pid=1785361"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The client sends a list of filename strings to sync with the server, but the problem is it keeps resending the same ones forever.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Other way around. It's the server shelving out those strings.
    It seems to stabilize after a good while (per connection).. All in all, I'm pretty sure all this junk doesn't belong in the core protocol, no matter what it's purpose.
    Just like Source lets people host their custom resources and whatever on external HTTP servers.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Check your console, it might be related to this:

    <a href="http://getsatisfaction.com/unknownworlds/topics/console_being_spammed_with_connect_disconnect_messages" target="_blank">http://getsatisfaction.com/unknownworlds/t...onnect_messages</a>
  • SnougarSnougar Join Date: 2007-12-31 Member: 63301Members
    Hosting a listen server, me and my roommate noticed the same thing. There is a huge amount of traffic, so much that it literally choke out 1mbit upload speed and with the game running the rest of our net was useless (until we shutdown the server or used QoS).

    Also I think the constant barrage of connection requests and massive bandwidth is actually effecting the performance of my game. I can join a server (eventually), and get 40-50fps fine. Tho if I host, after about 10 minutes of playing, with 2-3 people, my FPS crawls down to 12-15fps (Q6600/HD5850 here).

    I'd imagine UWE/Max will probably be looking into this as we speak. It's pretty blatant!
  • davidcavalcantedavidcavalcante Join Date: 2009-06-08 Member: 67754Members
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    The engine is in an early state, and the player upload rates are still very raw and saturated. This was most likely done as the alpha is generally a "lets get everything running first" sort of deal. After the primary bugs are squashed, we'll see that upload rate drop significantly. Very significantly. So for now, we'll relax, as Max is busting his hump on this very issue as we speak!
  • JerkstoreJerkstore Join Date: 2009-06-20 Member: 67880Members
    I ran perfmon on my dedicated server and saw this with 16/16 players in the server:

    min / avg / max
    KB Received/sec: 0.66 / 2.87 / 28.81
    KB Sent/sec: 20.28 / 49.42 / 128.38
    Packets Received/sec: 12.019 / 29.94 / 92.144
    Packets Sent/sec: 27.043 / 63.969 / 159.262

    The download/received numbers seem abysmally low for 16 players. That's about 2 packets received per second from each player. And each packet is only 183 <b>BYTES</b>. The server isn't receiving very much at all from the players, it seems.

    Also note that during this monitor, the server console was flooding with one or two people in the connect/disconnect loop.
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