• Help with lags on VDS server.
    4 replies, posted
Hello, every one. I have really strange problems with my Gmod which I host on VDS machine. Pretty much we host Breach gamemode with 80 slots on it. This is round based gamemode, and when new round starts we pretty much always have like insane ping increase, from 50 to 200+ for all players, but after like 1 or 1:30 mins lags seems to become less. Our m8 managed to host same server without lags on pretty much same machine. We were trying to fuck around with server CFG and this is what we ended with [url]https://pastebin.com/NKrvwe7F[/url] And even with such low tickrate and so-on we still have such insane lags. Here is our specs: CPU: Intel Xeon CPU E3-1271 v3 @ 3.601GHz HD 60 GB 8 GB RAM
it's going to be some addon(s), obviously. You could get a more high-performance hosting solution, but that's no way near as good as resolving the root cause. Honestly, remove almost all those settings, you're approaching the issue from the total wrong direction. Trying to use "hacky" cvar changes isn't what you should be doing. Also, some of these settings are weird. You've got some repeat commands, and some in speech marks while others aren't? Do you really know what you're doing with all this? sv_parallel_sendsnapshot 0 - should definitely be 1 unless you have a real reason to have it as 0. sv_minrate 10000 - 10k is enough sv_maxrate 0 - 0 means unlimited, so set that to 0. We're not on ASDL anymore. What you should be doing is looking into which addons are causing performance issues. This video might help: [video=youtube;ptIeWGlsg0o]https://www.youtube.com/watch?v=ptIeWGlsg0o[/video] Some general tips: - The latest versions of ULX are fucking awful - check if the lag occurs when people leave/join mainly. Try to replace ULX (Not with ServerGuard lmao). - What is a low tickrate to you? For 80 players on DarkRP you should be aiming for 33-22 tick. While 16 tick is acceptable, that should _really_ be the lowest you go or you'll notice bullet traces just being weird in most weapon bases. - Try to explain what kind of lag you're getting. Maybe setting your net_graph to 5 and then taking a screenshot when it's got data while lagging would help paint a better picture, mainly regarding possible network issues - Are you sure you're not getting DDoSed? Is the lag consistent at a certain player count or when doing a particular thing? Can you reproduce it? Or does it seem time specific (keep in mind you'll normally get your peak player count at a certain time too)
[QUOTE=Slowboi;52396718]...[/QUOTE] Yeah CFG is really messed up. We kinda clear it out Regarding netgraph here what we get when laggs strike [IMG]https://image.prntscr.com/image/gmRvo4MZQL_zV3N-kCbepg.png[/IMG] And regarding your tips: 1) Yeah we got last versions of ULX, with what you suggest to replace it with ? 2) Tick rate is 16, yes. 3) We have laggs striking when round starts and they last for 1-2 mins. 4) Nope, we are not ddosed for sure.
[QUOTE=Creepy-Tan;52397361]Yeah CFG is really messed up. We kinda clear it out Regarding netgraph here what we get when laggs strike [IMG]https://image.prntscr.com/image/gmRvo4MZQL_zV3N-kCbepg.png[/IMG] And regarding your tips: 1) Yeah we got last versions of ULX, with what you suggest to replace it with ? 2) Tick rate is 16, yes. 3) We have laggs striking when round starts and they last for 1-2 mins. 4) Nope, we are not ddosed for sure.[/QUOTE] Obviously it's impossible for me to know from just that net graph - but by looknig at how the ping is jumping around I wouldn't rule DDoS out so quickly. idk if there is any public or paid admin mods that are worth-while for now. Downgrade a few versions on ULX, you can find the older versions on their github I assume.
[QUOTE=Slowboi;52398130]Obviously it's impossible for me to know from just that net graph - but by looknig at how the ping is jumping around I wouldn't rule DDoS out so quickly. idk if there is any public or paid admin mods that are worth-while for now. Downgrade a few versions on ULX, you can find the older versions on their github I assume.[/QUOTE] I'd bet it's a script causing issues (ie. locking up the thread while it slowly processes a bunch of data). That would explain why it can be reproduced with lots of players online and why pings jump up.
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