GoldenEye: Source Forums

Global Communications => Development Media => Topic started by: VC on February 12, 2009, 02:48:18 am

Title: VC's Getting Pissed Off.
Post by: VC on February 12, 2009, 02:48:18 am
Sorry I was kinda late with this, I've been arranging for houseguests.


A terrible thing has been happening to me recently. I will shoot someone, they won't die, and I'll look at my netgraph and see something upsetting and yell this server sucks and F10.

(http://img23.imageshack.us/img23/2278/yourserversucksxo1.png)

We all know that tickrate is important. But the setting is the goal. If your server cannot handle 66 ticks, and starts to drag down like this highlighted value shows, your server is going to suffer terrible problems.  Bogus clientside blood because the player location warped a bit, interpolation buffers running out and making players jerk around, and all that fun crap.

Set your server to 50 or 33 ticks if your server starts doing this when firefights become large.  Also, adjust the rate control values in your server config appropriately. (Default 66 tick: 66/50; 50 tick: 50/33; 33 tick: 33/20)  Lowering player count can help, too, of course.  You're better off with a stable 33 or 50, than a 66 that suddenly plummets to the 40's.

Note that the netgraph figure is based on client received packets, other things can modify this value, but if your connection is fine, a drop in this value indicates the server is unable to keep up with its tickrate.
Title: Re: VC's Laboratory, February 10th, 2009
Post by: mbsurfer on February 12, 2009, 02:53:49 am
It's upsetting to see how some servers can't handle what they say they can.  If your server is 20+ slot, then make sure it can handle that without chugging down..

@VC
Where the hell is 90210 in the title?!
Title: Re: VC's Laboratory, February 10th, 2009
Post by: Jonathan [Spider] on February 12, 2009, 03:42:24 am
you butt head haha you just had to do that in the tittle.. i told you i was gonna have to punch you for that, and don't think ill forget if we ever do a dev meet up haha.

looks like our biggest design issues stem from servers these days lol.
Title: Re: VC's Laboratory, February 10th, 2009
Post by: Ryan [Saiz] on February 12, 2009, 03:43:39 am
Grab your torches and pick forks boys.
Title: Re: VC's Laboratory, February 10th, 2009
Post by: Sp1nn3y on February 12, 2009, 03:44:23 am
looks like our biggest design issues stem from servers these days lol.

Allowing too many people in a server - this tickrate issue - i know there's more...

Time to start setting limits to certain things.. :-/


/grabs torch... anyone got a light?
Title: Re: VC's Laboratory, February 10th, 2009
Post by: UnKnown-Pain on February 12, 2009, 10:31:24 am
Agreed, it happens on most public servers. It still is yet to happen to me on mine, we will see.

BTW VC my server is windows based, Weapon binds galore :/
Title: Re: VC's Laboratory, February 10th, 2009
Post by: Doc.NO on February 12, 2009, 01:07:04 pm
I feel very little concerned about tick on 16+. Noobs wants spammy servers? Fine, shit tick. If you want a steady tick, then use 10 men servers, those providing true GE gameplay.

Title is made of fail btw.
Title: Re: VC's Laboratory, February 10th, 2009
Post by: UnKnown-Pain on February 12, 2009, 04:07:14 pm
Meh mine shot down to 40 today perhaps setting it to 50 would be a better idea. On the average server when the player count exceeds 8 the tick tends to take a pounding.
Title: Re: VC's Laboratory, February 10th, 2009
Post by: mookie on February 12, 2009, 08:32:30 pm
Maybe they're just overrunning the upstream on their ADSL. :)
Title: Re: VC's Laboratory, February 10th, 2009
Post by: VC on February 13, 2009, 08:29:06 pm
Update on the tick issue:

KM has identified the radar as the most-likely cause of the server performance problem.  The upcoming server patch will address this with an optimized revision of the radar code.  Here's hoping that's the only problem.

Disabling radar in 301 will not improve performance, because the radar option only controls the graphic.
Title: Re: VC's Laboratory, February 10th, 2009
Post by: killermonkey on February 13, 2009, 10:53:19 pm
VC speaks the truth and finally without embelishment! In 3.1 coming out next week, disabling radar will put your server at a tremendous performance savings compared to now.

With radar on, the performance will be on average to TF2 unless you play complex classic with 24 people then performance will equal now.

This is the dumbed down version. If I get time I'll post the technical details on my blog at some point.
Title: Re: VC's Laboratory 90211
Post by: Mike [fourtecks] on February 14, 2009, 05:55:29 pm
title fixed.
Title: Re: VC's Laboratory 90211
Post by: CCsaint10 on February 14, 2009, 06:38:32 pm
So I am guessing there is no way to get the radar to work flawlessly and not make such a drastic performance difference when it comes to playing with and without the radar on a server?
Title: Re: VC's Getting Pissed Off.
Post by: Rodney 1.666 on February 14, 2009, 06:47:45 pm
title fixed.

Title refixed.
Title: Re: VC's Getting Pissed Off.
Post by: Wake[of]theBunT on February 14, 2009, 07:20:07 pm
This is all mute, just bunker down for the patch probly less than a week. It will make ticks better.

Nobody needs to act bitter that there are servers who host over 16 tho. The worst thing servers can do at the moment is host small maps on large playerlimits. Server tailoring is the issue and could be better educated. You dont just blanket the issue by saying goldeneye: source cant handle over 16.
Title: Re: VC's Getting Pissed Off.
Post by: VC on February 14, 2009, 07:37:18 pm
MUTE.

Wake, we just fixed the problem so large servers will work.  301 can't hanlde 10, 310 will be better.
Title: Re: VC's Getting Pissed Off.
Post by: CCsaint10 on February 16, 2009, 08:51:09 am
Good to hear everything will be fixed up and patched. Thanks VC and sorry for not noticing your blog about the radar earlier..guess I misunderstood when I read it. :)