When my server gets around 24+ players everyone has high ping over 120. I do not have many addons or anything that should be conflicting with that.
My server is the NFo Four Core VDS option.
four HT CPU cores (Intel Sandy Bridge or better)
4096 MB of RAM
24000 GB of bandwidth transfer
I keep the server on 16 tickrate.
Is it a prop based gamemode? DarkRP, Sandbox? something else?
Have you looked into optimizing your servers connection? If you just google SRCDS network settings, you'll find a bunch of threads and articles about optimizing your gameservers.
[QUOTE=Richtofen;52321784]Is it a prop based gamemode? DarkRP, Sandbox? something else?
Have you looked into optimizing your servers connection? If you just google SRCDS network settings, you'll find a bunch of threads and articles about optimizing your gameservers.[/QUOTE]
I'm running DarkRP. I'll Google that, thanks.
For anyone else having the above problems try these in server.cfg:
[code]
sv_minrate 0
sv_maxrate 30000
decalfrequency 10
sv_maxupdaterate 67
sv_minupdaterate 33
[/code]
[QUOTE=Richtofen;52321790]For anyone else having the above problems try these in server.cfg:
[code]
sv_minrate 0
sv_maxrate 30000
decalfrequency 10
sv_maxupdaterate 67
sv_minupdaterate 33
[/code][/QUOTE]
[code]
sv_parallel_packentities 0
sv_parallel_sendsnapshot 0
net_queued_packet_thread 1
net_splitpacket_maxrate 100000
sv_maxcmdrate 99
[/code]
Should any of these settings matter? If so what do you recommend? I found a lot of older threads.
[QUOTE=vkk;52321803][code]
sv_parallel_packentities 0
sv_parallel_sendsnapshot 0
net_queued_packet_thread 1
net_splitpacket_maxrate 100000
sv_maxcmdrate 99
[/code]
Should any of these settings matter? If so what do you recommend? I found a lot of older threads.[/QUOTE]
change/add the below settings, everything else looks good.
[code]
sv_mincmdrate 66
sv_maxcmdrate 66
[/code]
Shared hosting can be really bad, many years ago we were with nfoservers for another game - their performance was bad. In the end we had to co-locate our own - more-powerful dedicated servers.
Although your specs would have been fine comparing against one of our Linux boxes specs from then in TTT. I'm guessing you have some physics or other inefficient code going on.
[QUOTE=vkk;52321750]I keep the server on 16 tickrate.[/QUOTE]
Oh god, I tought 33 was bad... 16 is unplayable.
I ran my old DarkRP server with 30 players and loads of custom addons 66 tick without any lag or high ping. I never noticed a difference between tickrates except response time for physics.
[QUOTE=Thiefdroid;52322167]Oh god, I tought 33 was bad... 16 is unplayable.
I ran my old DarkRP server with 30 players and loads of custom addons 66 tick without any lag or high ping. I never noticed a difference between tickrates except response time for physics.[/QUOTE]
I thought that if I had a low tickrate then the server would perform better with a lot of players on.
This is true, but still relies on efficient code. Less updates per second means the code is ran less often, essentially increasing the window of time code is able to run per frame without "lagging".
SUP is on either 16 or 12, I can't remember which off the top of my head.
A side effect of lower tickrate is also that the baseline of pings will increase. If the server only updates every 62.5ms during optimal performance, then you can expect your pings to never be lower than that, regardless of network performance as the server just won't respond for that long.
[QUOTE=KingofBeast;52324101]This is true, but still relies on efficient code. Less updates per second means the code is ran less often, essentially increasing the window of time code is able to run per frame without "lagging".
SUP is on either 16 or 12, I can't remember which off the top of my head.
A side effect of lower tickrate is also that the baseline of pings will increase. If the server only updates every 62.5ms during optimal performance, then you can expect your pings to never be lower than that, regardless of network performance as the server just won't respond for that long.[/QUOTE]
I guess I was doing it all wrong. I'll play around with the tick rate and see what's best for my server. Thanks
[QUOTE=KingofBeast;52324101]This is true, but still relies on efficient code. Less updates per second means the code is ran less often, essentially increasing the window of time code is able to run per frame without "lagging".[/QUOTE]
Thats why I have all my "Think" stuff in the same hook. Works very well.
[QUOTE=Thiefdroid;52332145]Thats why I have all my "Think" stuff in the same hook. Works very well.[/QUOTE]
How many hooks you have isn't important. What important is how much you do in them. If you have one Think hook that does thing A, thing B and thing C, it would be the same as having one hook that does thing A, another hook that does thing B, and a third hook that does thing C.
I would say that separating them is an advantage - it keeps your code more organized, it allows you to hook.Remove things (like for testing, or addons that want to override yours), and it's nicer. It also helps profilers find the true source of a bottleneck if you use them.
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