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[-DST-] HIGHLANDER
Mar 5 2007, 21:57
i just wish BIS would sort all the desync problems on multiplayer servers when people connect to the server, surely there must be a way to imrove this???, as its totally horrible when people connect to any multiplayer ARMA server http://forums.bistudio.com/oldsmileys/banghead.gif

Rambo-16AAB
Mar 6 2007, 09:47
Noticed this as well. Using task manager on the serveer I see a huge spike in CPU usage & bandwidth usage, and if you get 2 or more players joining at the same time it stuffs the server for a goiod 5 min or more.

walker
Mar 6 2007, 11:47
Hi all

This is something I thought might be the case. I suspect it is the passing of all the changed world data from the now dynamic world data; bushes, buildings, trees, signposts knocked down, doors opened etc. The more of this there is the more has to be synced with each new player.

In the short term. Joining player sync CPU and bandwidth limiting and a slower trickle for those JIPing.

In the medium term if as it appears this is not a pure bandwidth issue; it would seem to be the best and most logical area for BIS to dip its toe in to using dual and quad core processing powers to dump this work on to another processor.

In the long term I continue to think server farms are the solution.

What we need is the ability of one server to be the client of another. With Persistent we now have the possibility of doing this we just need the server farm code. This will allow us to do a whole mass of new mision types and ideas.

Kind Regards walker

CouchMonkey
Mar 6 2007, 18:37
I can confirm that this is a problem. In a battleday we have about 40-50 players on at a time. Over a 2 hour span desync becomes and issue and causes major server lag even though the server is reporting 30-40 FPS. I I have to kick people with a sustained 10,000 desync otherwise it brings down the server.

Still, this is much better performance pre 1.04/1.05.