Gaming Zone > Unreal Tournament 2004
New server! Feel free to help.
Piglet:
Here's a picture of the server in its rack in the datacentre. I visited today and met the owner. He's a really nice chap. He might drop in to the game some time. Watch out for a low ping if they do it from work!
Romulus:
:ok: :pft: :grphug:
MajorTom:
Hello fellows and friends,
I just send 10 Pounds monthly to help, nice idea and thanks Piglet for managing the stuff.
Killer*squirrel
Piglet:
Thanks to everyone who's helping.
The new server seems to be running really well now. The outstanding question now is how best to configure the game engine to work best at high player count.
The CPU is no longer the bottleneck. The issue I think we now have is the limit the game itself has on how much information is able to flow from the game engine on the server to the clients. When there are 30+ players in a box room spamming spiders and flak primary and rockets at berserk speed there's no possibility of being able to fit all that data into the bandwidth allocated to each client.
The issue isn't the server bandwidth...we currently have a totally uncontended 200Mbps segment all to ourselves.
The client game tells the server game engine the maximum bandwidth available, up to a limited amount the server itself can be configured to. Anything that doesn't fit into the limit negotiated isn't sent. You see that as missing rockets, players not showing up where they really are, and that sort of thing.
If anyone knows enough to help optimisation then please let me know.
hagis:
I don't know enough (perhaps enough to break stuff) but is it worth poking the tick rate up some,. if the CPU isn't hitting the limits adding more ticks might (or might not) allow more stuff to happen in a given timeslot?
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