Setti servers tick lags noreg etc
Started by b00bs, Mar 07 2011 07:05 PM
14 replies to this topic
#1
Posted 07 March 2011 - 07:05 PM
Anyone noticed that gameplay at setti main server is not smooth?!
Maybe because server's fps often drops to low values? Sometimes even below 20fps!
1.)server's fps
2.)received packets/s from server
There is video:
http://www.mediafire...bc1xy639hhv65zy
For example - gameplay in DM server always feels smooth.
EDIT:
atm in aztec 10fps everyone runs like a robot
Maybe because server's fps often drops to low values? Sometimes even below 20fps!
1.)server's fps
2.)received packets/s from server
There is video:
http://www.mediafire...bc1xy639hhv65zy
For example - gameplay in DM server always feels smooth.
EDIT:
atm in aztec 10fps everyone runs like a robot
#2
Posted 07 March 2011 - 08:02 PM
Server is restarted automatically every morning. Report back if the server continues to be laggy.
Explanation how to read the screenshot (for those noobs who just look at the circled value without understanding anything else):
fps: 106 (client side frames per second)
ping: 70 ms (delay from client to server in milliseconds)
in: <don't remember this first value>, 6.42 k/s is the amount of data transferred from server to client in kilobytes, 25.3/s is incoming packets from server per second
out: <don't remember this first value>, 4.26 k/s is data transferred to server in kilobytes per second, 61.4/s is outgoing packets from client
loss: 0 is how much packets client has to drop because of network congestion
choke: how much server is limiting the packets
sv: server's fps (didn't know this one either)
var: 38.33 msec (don't know this one either)
lerp: 15.2 ms means "linear interpolation" (Google it)
Variables that are yellow are server-side (so it seems).
Server is running in 66 ticks. It means that in optimal situation 66 packets are received from server and sent to server per second.
Here's what server console tells us right now:
In = 145128.58 amount of kilobytes transferred in from players
Out = 187421.08 amount of kilobytes transferred to players
Uptime = 939 game server uptime in minutes
Users = amount of rcon users - this is probably high because of stats queries done via rcon
FPS = 28.13, frames per second on server side, this should be near 1000 in optimal situation
Players = 27 amount of players
Now let's cherry pick good stats (from DM server):
Server FPS has been varying more since new year when Deathmatch server was started. Also amount of players is obviously affecting performance. There are some tweaks to try out. I'll keep you posted.
Explanation how to read the screenshot (for those noobs who just look at the circled value without understanding anything else):
fps: 106 (client side frames per second)
ping: 70 ms (delay from client to server in milliseconds)
in: <don't remember this first value>, 6.42 k/s is the amount of data transferred from server to client in kilobytes, 25.3/s is incoming packets from server per second
out: <don't remember this first value>, 4.26 k/s is data transferred to server in kilobytes per second, 61.4/s is outgoing packets from client
loss: 0 is how much packets client has to drop because of network congestion
choke: how much server is limiting the packets
sv: server's fps (didn't know this one either)
var: 38.33 msec (don't know this one either)
lerp: 15.2 ms means "linear interpolation" (Google it)
Variables that are yellow are server-side (so it seems).
Server is running in 66 ticks. It means that in optimal situation 66 packets are received from server and sent to server per second.
Here's what server console tells us right now:
CPU In Out Uptime Users FPS Players 99.32 145128.58 187421.08 939 21 28.13 29CPU = 99.32 - quit high cpu usage
In = 145128.58 amount of kilobytes transferred in from players
Out = 187421.08 amount of kilobytes transferred to players
Uptime = 939 game server uptime in minutes
Users = amount of rcon users - this is probably high because of stats queries done via rcon
FPS = 28.13, frames per second on server side, this should be near 1000 in optimal situation
Players = 27 amount of players
Now let's cherry pick good stats (from DM server):
CPU In Out Uptime Users FPS Players 99.61 74847.19 273370.88 956 33 919.12 18 stats CPU In Out Uptime Users FPS Players 49.71 75464.78 259487.14 956 33 96.26 18
Server FPS has been varying more since new year when Deathmatch server was started. Also amount of players is obviously affecting performance. There are some tweaks to try out. I'll keep you posted.
#15
Posted 24 April 2011 - 03:41 AM
Seems this last update fucked up everything. Maybe often more restarts should do the trick. With setti's incoming traffic everyday, which i presume rises up to couple of thousands everyday, maybe servers need restars even more often than 6 hours. It doesn't cost nothing and it's worth a shot.
Think before you speak before you drive me mad.
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