Optimizing Server for Multiple Players
-
- A regular
- Posts: 52
- https://www.youtube.com/channel/UC40BgXanDqOYoVCYFDSTfHA
- Joined: Wed May 28, 2014 9:20 pm
Optimizing Server for Multiple Players
Recently my 50 slots jailbreak server has started to lag as I get about 35+ players on it, I thought after reading several articles that lowering the tickrate would help, so I lowered it to 33. Pings continue to be high and players complain about lag. Is there any other configurations I can edit to optimize my server for high player usage and lower pings? Would lowering the tickrate to 16 help any?
Re: Optimizing Server for Multiple Players
16 tick would be really low for jailbreak, and shouldn't be necessary.
How are you determining that the server is lagging?
What are you running the server on(shared hosting here, unmanaged/managed VDS, unmanaged/managed dedi)?
A friend of mine is currently running a 60 slot server on his VDS at 23 tickwith good performance, a 50 slot jail server should be fine at 33 tick.
How are you determining that the server is lagging?
What are you running the server on(shared hosting here, unmanaged/managed VDS, unmanaged/managed dedi)?
A friend of mine is currently running a 60 slot server on his VDS at 23 tickwith good performance, a 50 slot jail server should be fine at 33 tick.
Not a NFO employee
Re: Optimizing Server for Multiple Players
Ran on a 4 core managed VDS. I guess it really isn't lagging that bad, a friend just told me that people's pings jumped from ~25 up to around 80+. I was curious asking if the tickrate actually worked, because I heard that valve took it out on source games, but then I read somewhere else that garry re-implemented it just for gmod.
Re: Optimizing Server for Multiple Players
Tickrate works fine in GMOD. Remember lowering tickrate will increase pings. What CPU does your VDS have(you can check on the "Server health" tab of a game server on the VDS) and what is your daily peak usage?Jake wrote:Ran on a 4 core managed VDS. I guess it really isn't lagging that bad, a friend just told me that people's pings jumped from ~25 up to around 80+. I was curious asking if the tickrate actually worked, because I heard that valve took it out on source games, but then I read somewhere else that garry re-implemented it just for gmod.
Not a NFO employee
Re: Optimizing Server for Multiple Players
Your server is currently being hosted on a 4 cores of a Dual Intel Xeon E5-2690 (Sandy Bridge-E 2.9ghz) node with 4 total processor cores and 4 gigabytes of RAM. The database code for this node is chicago-virtual-sleekgamers; its OS is Windows.
I saw nothing about max use, but when I check daily the max I usually see is about 75% on the cpu and down to 700 mb on RAM.
I saw nothing about max use, but when I check daily the max I usually see is about 75% on the cpu and down to 700 mb on RAM.
Re: Optimizing Server for Multiple Players
Can you provide an IP so I can see first-hand the issues you are seeing?
Not a NFO employee
Re: Optimizing Server for Multiple Players
I'm not sure if today we will get up to 35+ players, only sometimes it happens, but it's getting more and more frequent that I wanted to start making this a concern.
74.91.119.67
Currently I have the tick set to 16 which was probably a dumb choice, in the end it will probably be back to 50 or 66. I am very unfamiliar with tick and FPS tinkering so I wanted to be sure to know how it all worked and if any of it could make performance better.
74.91.119.67
Currently I have the tick set to 16 which was probably a dumb choice, in the end it will probably be back to 50 or 66. I am very unfamiliar with tick and FPS tinkering so I wanted to be sure to know how it all worked and if any of it could make performance better.