Hi All,
Nardaq_NL has very kindly rented a very fast server as the first step in assessing whether we can get lag-free play at high player numbers on the Warfare server.
It's an Intel(R) Xeon(R) E-2174G CPU @ 3.80GHz with 32 GB memory.
We need as many players on it as possible at one time, on the spammiest laggiest map we can find to see how it plays.
The test will inform whether it may be worth moving from our current game hosting to a dedicated machine.
Please can you help by boosting the player numbers and reporting back how smooth it feels at high player numbers? You can see the number of players on the server from the site front page server monitor.
VCTF Closer, And Bloodbath are good picks for lagfest hosting party
16 players on VCTF- Closer with 1.2 speed= zero lag
I'll start getting interested at 24+
tmaybe u should ad spam box for testing
not my favourite but it might be a good exercise for the server
add*
I never found spambox laggy...at 32 players & non-berserk on a CPU a small fraction of the power of this server
Interesting.
30 players in facing ass - about the most laggy map possible. The CPU core running UT top right barely broke 40%, yet we had missing projectiles and it didn't feel smooth.
I think probably it's not able to get all the information into the bandwidth allowed to the client:
(https://miasma.rocks/images/spike30players.jpg)
would increasing the tick rate help it keep up with projectiles,. if it runs out of time to process stuff because there's not enough ticks to get to them (or perhaps it doesn't work that way) :)
I'm not sure either. I wonder whether epic themselves would be willing to advise?
I don't know enough (or much) about how the ticks work but perhaps within each tick there's a limit to what can be processed,. more ticks might (or might not) mean there is more opportunity to get to each thing that needs to be dealt with
Each tick it sends details of everything - culled by importance to fit the maxclientrate packet size, I think. I think all that increasing the tick rate would do is increase the number of times it did that
However, given the fast nature of berserk, the new update faster may help get newly important stuff to the client faster
I think that sounds right,. but how about this
there's "n" ticks in a second,. so a tick is a segment of time,. within that segment 100 things happen - but we can only fit 80 of the 100 down the client pipe,. if the time segments were shorter it might (or might not) mean less stuff happens in that segment and more can be sent
might be worth poking at the tick rate,. might help or might make things worse :)
It's worth a try. We have CPU to spare you increase tick.
I still think that will just keep the clients more up to date with action, but each update will be the same amount of data. Just it will be more regular updates