VDS - Few Questions

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Tendency
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VDS - Few Questions

Post by Tendency »

I am running two 12 player game servers on a 4 core vds. Is it beneficial to use affinity to have one server using two cores and the other using the other two cores?

Whats the best priority setting for servers? seems setting them to high makes them more crash prone. Is that true or an invalid impression?

Any tips on optimizing a Killing Floor server that uses the Unreal2 engine? When there is a lot of action things start disappearing. The cpu usage even when both servers are full is less than 30 percent. Seems like a bandwidth issue. Maybe concerning the NetServerMaxTickeRate=30 and MaxClientRate=15000 settings. They are defaulted.

Any tips on optimizing the gameservers would be appreciated.
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TimeX
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Re: VDS - Few Questions

Post by TimeX »

If you are running Windows, it is generally best to let it determine core assignment but you can try adjusting affinity to see if it helps with that specific game.

It is generally best to set servers to higher priority. I haven't heard of KF having an issue with this, but again that is something you could try both ways to see if it has an effect.

Most people do set the rates higher on any UT based game, but it is possible to go too high and cause problems after a point. It can also have an effect on server ping.

Others here may be able to give more specific advice.
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Edge100x
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Re: VDS - Few Questions

Post by Edge100x »

I agree with TimeX.

On KF, what do you mean when you say that things disappear? Have you tried raising either NetServerMaxTickeRate or MaxClientRate? The latter shouldn't hurt to increase, but the former might cause some weapons to behave differently. Also, how many players are you running?
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Re: VDS - Few Questions

Post by Tendency »

Edge100x wrote:I agree with TimeX.

On KF, what do you mean when you say that things disappear? Have you tried raising either NetServerMaxTickeRate or MaxClientRate? The latter shouldn't hurt to increase, but the former might cause some weapons to behave differently. Also, how many players are you running?
You start losing bullet shells ejecting, tracers and weapons muzzle flash when firing etc. Seems like a bottle neck somewhere.

Currently running 12 players on the 4 core vds. I never have much cpu usage on the server. It hovers around 15% maximum with a lot of action going on. Spikes a little higher on map change, but thats expected. Memory is no issue.

Im thinking its client rate or the tickrate is to high. Other Unreal games ive played used tickrate of 20. Thats why the questions. Im just looking for suggestions on optimizing the server for the best performance.
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Re: VDS - Few Questions

Post by Edge100x »

KF is somewhat intensive at player counts higher than the 6 that the game officially supports. If the KF server is using 15% of a single core, that's actually quite good; if it's 15% of the VDS overall (60% of a single core), that is a little higher than I'd expect, but might also be normal.

If you raised the tickrate up from its default, I'd certainly recommend changing it back for testing purposes. Higher tickrates do change how weapons and other game features behave, and I don't think that the engine is as good at recovering from missed ticks (due to high CPU usage) as others.
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