Running NS2 servers way to expensive to run.

cypher100cypher100 Join Date: 2008-05-28 Member: 64348Members
To run a 24 slot server you need a min of 4.4GHz per core?! Is it me or does anyone else think that's crazy high requirements for a server? When looking around for a provider, cheapest you can find is around $45 to $50 a month for a 24 slot server, and $30 for a 6 slot! Not only it requires a high amount of CPU power, you'll need a windows server. Which does not work will with virtual private server software (XEN, OpenVZ, etc...) which forces you to get a full dedicated server with a windows licence to run. As a owner of a gaming community, it makes me unable to even afford to get a server for my community or even have room on the server I'm using as NS2 will eat up all the resources from my other game servers.

I'm sorry if I offended any of you developers. The game is amazing, a love what you guys did to it, it's very fun, and enjoy every minute of it. But the server performance, and requirements needs to be looked at.

Comments

  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    The game isnt really balanced for 24 slot games. The most you should host is 20 players, which brings the resources needed down. You should be able to run a 20 player server with a 3.5Ghz i5.

    Linux is also on it's way too....soon®
  • joshhhjoshhh Milwaukee, WI Join Date: 2011-06-21 Member: 105717Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester
    Go back a year. You needed nothing short of a NASA supercomputer to run a good server. They have slowly increased the performance both client and server side since then. Anyway running a 16 man server (the games default) can be done on an i5 easily.
  • WalsaWalsa Join Date: 2011-06-28 Member: 106813Members, Reinforced - Shadow
    It really frustrating, but it wont change in a near future, as the developers had said in the forums. For a mayor change in performance they have to rewrite some parts of the the client. Its the same for the server, as I understand, the server is a stripped version of the client.

    When you see that most of the focus is in the new content an balancing, but things like this, in no particular order or importance, are left behind, makes you a little bitter as the time passes since release date:

    Server side mods
    Implementation of _restart, exit or quit, from lua code.
    Better game browser interface, cache servers list, allow to play in a server and wait for a slot simultaneously, etc
    Integration with steam server browser and list of servers in master browser search
    Proper implementation of mod downloading (error 16 is still present and you are forced to download the mod from outside the game)
    Proper binding system (this make me very happy http://steamcommunity.com/sharedfiles/filedetails/?id=160590541&searchtext=)
    Fake server slots reporting (just that , let the rest be implemented by the mod community)
    Ingame gui api for mods (admin menu, voting system, etc)
    real rcon implementation (the webadmin is a nice option, but its not the same as rcon protocol, so you can use hlsw or similar to control your server)

    I remember, the previous days before release, when they implemented/reimplemented the snapshot system for controlling the world state in the server. That had a enormous boost in server performance, but as time passed, nothing new had came out as good as that.

    LuaJIT made nice improvements, but nothing near what we expect from a game server. We can only hope that the linux server has some nice improvements over its windows part.

    Fingers crossed (really really tightly crossed)

    PD: I really love NS2, I have played 402 hours in the game since beta, and that was a well spend time. I expect to keep enjoying a lot more of this wonderful game, at least a minimum of 1000 hs more :)
  • MavickMavick Join Date: 2012-11-07 Member: 168138Members
    Don't let people turn you off to the idea of a 24 player server for balance reasons. I've ran a 24 player server since launch and there are good games to be had even at that player limit. Now, in terms of hardware, I will agree. I, and more recently Vission, pay a pretty hefty price to have it hosted on decent hardware.
  • joshhhjoshhh Milwaukee, WI Join Date: 2011-06-21 Member: 105717Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester
    How much were you paying Mavick? Despite my views on 24 man servers, your server ran pretty well.
  • MavickMavick Join Date: 2012-11-07 Member: 168138Members
    45 a month, but I believe Tempest from ns2servers.com gave me a discount for paying 90 days at a time. The original price is roughly double what I used to pay for a 32 player BF2 server.
  • NthaoNthao Join Date: 2013-07-22 Member: 186278Members
    I gotta ask, what are the benefits of hosting/creating a server? Do you get any revenue or anything that compensates? I don't want to ask anything personal or poke deeply, but I'm curious about why people decide to pay time+money hosting their own servers.
  • joshhhjoshhh Milwaukee, WI Join Date: 2011-06-21 Member: 105717Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester
    Ah you went through Server Dad. I was just curious if you used a different provider. Tempest's servers are still best in the community imo.

    :)
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    Good ol' Server Dad.
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    Based on recent UW posts, Linux NS2 servers are not too far off (maybe a few months). If other games are any indication, this may mean a 10% performance improvement from that alone. In the mean time, I would not go over 20 players on existing servers, for the reasons already mentioned.
  • MavickMavick Join Date: 2012-11-07 Member: 168138Members
    edited July 2013
    joshhh wrote: »
    Ah you went through Server Dad. I was just curious if you used a different provider. Tempest's servers are still best in the community imo.

    :)

    There's no doubt. Other hosting companies, even ones as big as gameservers.com, can't compete with his hardware. The only downside I've had is being on his chicago based datacenter which is having alot of problems recently with being ddos'ed and causing some network lag.
    Nthao wrote: »
    I gotta ask, what are the benefits of hosting/creating a server? Do you get any revenue or anything that compensates? I don't want to ask anything personal or poke deeply, but I'm curious about why people decide to pay time+money hosting their own servers.

    My reasons might not be everyone's, but for me I like having a server that I can control in terms of the types of people and gameplay allowed on it. Some people that run servers do get some return in terms of selling reserved slots, which is something I'd like to eventually have myself but I absolutely will not do it until there's a system in place that makes sense for that. Mostly tho, I think people do it just to support the community and provide places for people to play.
  • SeeVeeSeeVee Join Date: 2012-10-31 Member: 165206Members
    Mavick wrote: »
    Mostly tho, I think people do it just to support the community and provide places for people to play.

    That's why I do it. I have the hardware and the connection so I donate it in support.

  • NthaoNthao Join Date: 2013-07-22 Member: 186278Members
    Well, that's good to hear that people actually contribute to the game besides just buying it/advertising it. I didn't think much about the servers I went on but I can see now that it does keep not just this but all games with servers, floating and alive.
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