Iran Posted November 15, 2019 Posted November 15, 2019 42 players and the server maxes out at 300-400 kbps on islands because net_update_rate is set to 20 or 30 which are the dial up settings cant hit anything
shaitan Posted November 15, 2019 Posted November 15, 2019 I am not going to keep changing that. I did that for you and Eric for months, at the detriment of the other players bitching when it was changed. It's staying on the original with less overall complaints.
shaitan Posted November 16, 2019 Posted November 16, 2019 If they really did put out an update, where is it being 'saved'? I don't see it inside registry like ClientChatLog.
shaitan Posted November 16, 2019 Posted November 16, 2019 Since you two are the ones complaining all of the time: you get the fun job of advertising this and dealing with the players. So, get to showing them how to change theirs to NUR 60 in the game.
Iran Posted November 21, 2019 Author Posted November 21, 2019 (edited) You dont need to change client nur, client nur is just how many times your client sends a position update to server...It helps with the sliding lag when you move around because it's used by the server to interpolate the position on your client and update the server position back to your client. It's completely different to server NUR. Server NUR determines how many times the objects are updated on the server (so other players on the server other than you). If you set it to 30 it will update 30 times a second so about every 33ms, at 60 its about every 16.6ms. The whole 'choppiness' seems to come from this but on St0rm's 4.0 server back in 2011 I never noticed this (and the gameplay was really smooth) and neither on the Turbo-Technologies DM server before they implemented setting NUR above 30 so I dunno. Maybe you can figure out what the St0rm people were using for server ini settings because it was ridiculously smooth back in 2011 before you could set NUR to 60. They had their server back on GSA a year ago and infantry movement was still super smooth so maybe you can contact someone from them and improve the choppiness on the server in regards to infantry? St0rm didn't use BRenBot and ExEric thinks it might be related to that. There are a bunch of lag spikes related to console output in TT 4.0 which I patched out a few years back after ExEric requested it with a custom SSGM Plugin. What are the other players complaining about when you turn this on? Everytime you turned this on for us it made a massive positive change in terms of infantry movement. Me and ExEric were able to reproduce RenCorner's infantry movement on his Euro and AMerican test servers with a few specific network settings and once we set nur 60 that went away just like when you set it that. The easiest way to check this is by setting server nur and then having another player tap the A and D buttons real hard. With low NUR it's pretty much impossible to hit players like that when your ping is above 100 and even under 100 it should be hard to hit the player IIRC. I do think there's a bandwidth issue on the server too. Once there are more than about 24-30 players ingame the kbps doesn't increase anymore on my client and infantry movement starts notably lagging. It's pretty weird. I can test a bunch of things not related to NUR on the RenCorner test server with u, genblacky or someone else so we can take a look at the infantry choppiness. That's the only real 'lag' issue I got. St0rm's pre-4.0 server was pretty laggy for me but there 4.0 server wasnt and that was before you could set nur to 60 so it might be something else. It might be a bandwidth setting instead as the network logic will start *ALSO* to send less object updates when bandwidth limit is reached (obviously). Edited November 21, 2019 by Iran
Guest rackz Posted November 21, 2019 Posted November 21, 2019 (edited) Iran, did you and eric tryed a tt 4.1 server? i remember it fixed movement lags (client did need 4.1 aswell) + nur 60 i also talked to saberhawk regarding this, and hes pissed because "peoples add to much shit" thats why he leave TT Edited November 21, 2019 by rackz
shaitan Posted November 25, 2019 Posted November 25, 2019 *psst* Buttercup, that was set that day on the server to 60(server/client) in the configs. I just didn't tell you guys on purpose to see if your claims were true that it'd be a magical fix. Yet, you're saying it's not working. I was annoyed that you and Iran wanted that changed, again, to lag our players more, but I still did it to see how you'd both react or even notice. I don't think it's a magical fix, I think it may be relating to datacenters(you <--> Texas, USA(Limestone) = not so good. You <--> New York, USA(NFO) = not so good), and we're not changing DC's again. We're in this one for a full year.
shaitan Posted November 26, 2019 Posted November 26, 2019 Money was an issue too, a big issue when I was out of work and worried about Rencorner. It's why after all these years of saying "no, lets stay with limestone" that I went for it. I don't like doing OS installs all the time, I have enough of that crap to deal with on my own pc since it keeps breaking down.
Guest rackz Posted November 27, 2019 Posted November 27, 2019 You're not the onlyone shai, thats weird.
shaitan Posted December 1, 2019 Posted December 1, 2019 The initial 9Gbps settings were breaking it, I think(instead of it being "up to 900000000", it was most likely breaking a limit(pure guess)). In the one pic you see the serverside-sbbo? That was always set to that from the Limestone days. I put it down to 1Gbps(in-line with what the server actually is).
Iran Posted December 7, 2019 Author Posted December 7, 2019 (edited) Yeah the lag is pretty much fixed now and also the kbps capping at player counts over 28-30. There are some minor issues with dragonade and newer windows causing frametime issues (small microstutters), on newer Windows the FDS console output causes these stutters and there is something odd with Dragonade too, but there isn't that much that can be done about that I guess. Edited December 7, 2019 by Iran
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