Server tickrate |
Server tickrate |
May 23 2014, 02:07 PM
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Security and Projects Group: Clan Dogsbody Posts: 4,687 Thank(s): 1098 Points: 2,440 Joined: 31-August 07 From: A Magical Place, with toys in the million, all under one roof Member No.: 1 |
I'm going to start tinkering with the server tickrate, in the region of 75-85 @ 50 slots. This all requires server restarts so will do it when the server is empty (or crashes). If the servers can run a bit smoother than thats great. It also gives us some potentioal for a minor increase in slots if we can get them to run less laggy
Once I've had an experiment with the best setups, will post back for a members vote on any permanent changes (moreso for slot changes rather than tickrate changes) -------------------- |
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May 23 2014, 09:55 PM
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#2
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Security and Projects Group: Clan Dogsbody Posts: 4,687 Thank(s): 1098 Points: 2,440 Joined: 31-August 07 From: A Magical Place, with toys in the million, all under one roof Member No.: 1 |
Don't need to delete the server, just is a config change which people won't notice (it might make the server perform better or worse though)
Tickrate is basically the number of times the server updates the world eg where every player is etc, per second. So higher the better generally. Chivalry defaults at 33 ticks per second. The sm servers run at 60 ticks per second. At 66 ticks the max achievable fps is 300, at 100 ticks it's 600. There's a fai bit of difference between 30 ticks and 60 ticks but less gains between 60 to 100. The problem arise that while higher ticks can allow better fps it's also more server processing and bandwidth required, so there is a fine balance between increasing tickrate while ensuring the server can cope with the extra processing without lagging. There are plenty of other reasons why high tick isn't good such as poor laggy connections from clients eg 1 returN command every 10 milliseconds per client on a 100 tick server, often the buffered data is queued to thvalue of 50-75ms based on client to server latency so this is where the net code optimisation of guessing likely values of client side data comes in. Chivalry is good at this compared to most fps games because in something like bf you can spray bullets around 360 degrees. Predicting the future trajectories of arcing weapons like swords is much easier. Initially looking at the server having moved on 10 ms plus data latency of say 20 ms to client transfer time. There also some latency compensation built into the net code. The final bit is is the server prioritises it's set fps target over frame processing, so when under heavy load eg a 60 slot melee it will drop frames in order to maintain target fps, so some warping will occur. In summary we'll try stick tick rates of 60 up to a max of 100 (more realistically 85) and see how the servers and majority of clients performs . -------------------- |
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