SINCE 255 ALL SERVERS LAGS
hycks
Join Date: 2013-08-14 Member: 186848Members, Reinforced - Supporter
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Despite roomers that the server "At best, it uses 2 threads" the process has just 1 thread (you can ask your performance monitor the number of threads a process has). 1 thread means it can only run on a single core. Unfortunate most servers have multiple cpus with a very high core count as many applications are at minimum multi threaded enough to use 2 cpu cores.
These are the big things that kill performance for most servers. However, despite that things are worse than they were a few months ago performance over the last year is WAY up where as a year ago you could not even run 24 slots even at 5Ghz.
Lets just hope that now that the content updates are out of the way the next big updates will be for server performance so that we can finally have everyone on a smooth lag free experience. Unfortunately, this is not going to occur over night as making the game multi threaded is hard. Even with multi threading your still just making workarounds for the issue of how slow LUA code is vs C++ (remember how much performance we gained just by using a better jua jit). I believe that we will likely see multi threading long before direct C++ conversion and so honestly that is likely our best hope toward better server performance but who knows what the devs got up their sleeves, we just got to wait and find out
As for pure server performance I haven't noticed any drop in the past 10 releases. That said we don't run Xeon processors. We have an i5 3570 OC'd to 4.5Ghz and 8G of ram typically it uses 3.5G max running windows server. That one processor has hosted 3 x 24 slot servers and kept a tickrate above 28 while all are full and in late game. I agree it's not a good game for a typical server farm. Playing games on those servers is a terrible experience.
I have actually had performance increase with build 255 client-side and I play on a 32 slot server exclusively. I'm only get slight chop when the level is 95% owned by Aliens and there is a ton of infestation and entities deployed.
That being said, the chop is so slight it does not cause the game to be nearly as horrible as some people claim. This game is very hardware heavy and low end pc's cower to this title.
my rig
AMD FX vishera 8350 black edition
Win 7 pro X64
16 Gigs RAM
PCIEX 2.0 Geforce 570 with 1280 DDR5 ram 320 bit bus
I don't consider my rig to be the top of the line at all, in fact I'd say its upper middle end. I'm amazed at what some people are trying to run this title on in these forums and expect it to run "nice"... it's like some people are trying to get a bus to do 90 miles per hour with a 4 cylinder engine and they wonder why they can't get the thing to go over 10 mph.
Getting back to the server part... I have not seen a significant decrease in performance with the dedicated server apart from the tick rate spiking down to 10 once in great while then it goes back up to 30 after a couple of seconds. This happens on my server 2-3 times a game at most and not every game. Seems to depend on what level is playing at the time.
But instead of lowering the slotammount to give players a good gameexperience they stay with there 23 slots on an unplayable server.
Its not UWEs fault that you dont want to lower the playercount @ the current state of the game.
And this is a general - not a specific version problem.
The game lose players cause ego admins like mr "23 slot".
It's true this game isn't very optimized, but then again it never truly was.
E.g. Weasels Reborn 2: Ppl. have a max 50 ms latency and the server a tickrate of 30 (constant), but everyone is experiencing small microlags. The patches before Reinforced just worked fine, no stuttering and stuff.
So it is more an clientissue.