JG13_opcode Posted January 8, 2017 Posted January 8, 2017 Hello friends, I am interested in hosting a dedicated server but I don't know what kind of hardware is required. I notice that WOL starts to choke when the server gets to 84 players, and I assume that's due to dserver bugs, so I will probably cap the server at around 60-70 players and the maps will include probably a large number of ground targets. Does anyone know how much compute and memory is needed?
coconut Posted January 8, 2017 Posted January 8, 2017 It needs little memory, less than 1GB. A good CPU is needed if you have AI planes or lots of vehicles. The CPU-hungry part (physics/AI) is single-threaded, no use for multicore ATM.
Urra Posted January 8, 2017 Posted January 8, 2017 So a single core virtual server with 1gb of ram would be good enough?
JG13_opcode Posted January 8, 2017 Author Posted January 8, 2017 (edited) So a single core virtual server with 1gb of ram would be good enough? The problem with virtual servers is that you can't guarantee you're not sharing the same physical CPU with anyone else, so you might not get the performance that's on the box, so to speak. It needs little memory, less than 1GB. A good CPU is needed if you have AI planes or lots of vehicles. The CPU-hungry part (physics/AI) is single-threaded, no use for multicore ATM. Thanks. I won't have AI planes. Does it matter if the vehicles are moving or would static vehicles use less CPU time? Edited January 8, 2017 by JG13_opcode
Boaty-McBoatface Posted January 11, 2017 Posted January 11, 2017 (edited) Good single thread CPU performance is all that is needed. Multi core doesn't give any performance gains right now. Edited January 11, 2017 by B0SS
LLv34_Temuri Posted January 11, 2017 Posted January 11, 2017 I won't have AI planes. Does it matter if the vehicles are moving or would static vehicles use less CPU time? Static vehicles (blocks) use less CPU time, so unless you really need to have moving vehicles, it's better to use static blocks. The downside is that you can't spawn them, so you need to use the Damage (repair) complete MCU on them, if you want to "spawn" them after they have been destroyed once.
Legioneod Posted February 1, 2017 Posted February 1, 2017 I've been interested in starting my own mp server. Is building a server a good idea? (what would I need) or is renting a server an option?
curiousGamblerr Posted February 1, 2017 Posted February 1, 2017 (edited) FWIW I've managed to get the DServer working on an AWS EC2 running Microsoft Server 2012. The bottleneck was the networking capability. I had to use an overpowered (and therefore very expensive) EC2 to get decent enough networking capability, which made it a non-starter for a 24/7 server. This was about 6 months ago. I'm also pretty sure the TAW folks use a hosting service based in Germany, as opposed to running a server out of their home. I'd be curious to know what WoL does. I might look into this some more, because I would love to host a North American server, if someone else could provide missions. Edited February 1, 2017 by 19.GIAP//curiousGamblerr
Urra Posted February 1, 2017 Posted February 1, 2017 (edited) FWIW I've managed to get the DServer working on an AWS EC2 running Microsoft Server 2012. The bottleneck was the networking capability. I had to use an overpowered (and therefore very expensive) EC2 to get decent enough networking capability, which made it a non-starter for a 24/7 server. This was about 6 months ago. I'm also pretty sure the TAW folks use a hosting service based in Germany, as opposed to running a server out of their home. I'd be curious to know what WoL does. I might look into this some more, because I would love to host a North American server, if someone else could provide missions. I'm currently trying a cheap cloud server, but it really slows down the dserver much more than I was expecting. Delay of 1 ms becomes 3ms. (Still have to see if adding a second core to the server would fix this). Not working how I would want. Dedicated server is too expensive. Cheapest is little laptop with ssd drive at home.(works as good as my desktop for what little testing I've done). Ideally would be great to run it on tablet or phone! Edited February 1, 2017 by TunaEatsLion
coconut Posted February 1, 2017 Posted February 1, 2017 If you are talking about the tick delay then 3ms is fine. Your budget is 10ms. Additional cores won't help, DServer can't use them at the moment.
Urra Posted February 1, 2017 Posted February 1, 2017 If you are talking about the tick delay then 3ms is fine. Your budget is 10ms. Additional cores won't help, DServer can't use them at the moment. Ok. Yes, but would lets say renting two vcores for one virtual server bring that tick back down to 1ms? As it seems right now my single core cloud server is also taking on the task of processing the windows2012 server system in addition to dserver.
JG13_opcode Posted February 5, 2017 Author Posted February 5, 2017 (edited) Virtualized servers will never perform as well as dedicated boxes. You're sharing that vcpu (and memory/disk bandwidth) with multiple other people. Edited February 5, 2017 by JG13_opcode
deWaardt Posted February 14, 2017 Posted February 14, 2017 I ran a server on my Dell Poweredge 840, which is equiped with 8gb of RAM and a Xeon X3060 2.4ghz dual core CPU. I ran a simple mission that involved attacking a bunch of vehicles and blowing down a factory and played it with 6 people, the system handled it fairly well. I do not think the server is that resource heavy, as long as you aren't running Wings of Liberty that is.
LLv34_Temuri Posted February 14, 2017 Posted February 14, 2017 I do not think the server is that resource heavy, as long as you aren't running Wings of Liberty that is. Wings of Liberty has light load missions
deWaardt Posted February 14, 2017 Posted February 14, 2017 Wings of Liberty has light load missions But the 84 players on the server.. Doesn't that wreak havoc on the hardware?
=LG/F=Kathon Posted February 14, 2017 Posted February 14, 2017 I ran a server on my Dell Poweredge 840, which is equiped with 8gb of RAM and a Xeon X3060 2.4ghz dual core CPU. I ran a simple mission that involved attacking a bunch of vehicles and blowing down a factory and played it with 6 people, the system handled it fairly well. From my experience in our server TickDeley with 6 people was about 2-3ms, with 60-70 about 16-18ms (20ms is the limit). So number of prayers has significant influence on the Dserver performance. 1
LLv34_Temuri Posted February 15, 2017 Posted February 15, 2017 (edited) From my experience in our server TickDeley with 6 people was about 2-3ms, with 60-70 about 16-18ms (20ms is the limit). So number of prayers has significant influence on the Dserver performance. But the 84 players on the server.. Doesn't that wreak havoc on the hardware? It does, hence the light load missions. Our expectations for present day simulator would be that every airfield on for example Moscow map is in use with spawn points, AAA etc. and there are at least 100 ground vehicles (tanks, trucks etc.) moving. Currently, only a fraction of this can be realized. In addition, we have a server that runs 50 sps and tick delay well under 20 ms, and we still get server jams. Dserver performance improvement is sorely needed. Edited February 15, 2017 by LLv34_Temuri 2
SCU_Server Posted May 19, 2017 Posted May 19, 2017 What is SPS and Tick delay mean for a server. Cheers
JimTM Posted May 19, 2017 Posted May 19, 2017 What is SPS and Tick delay mean for a server. Cheers See pg. 326 of the IL-2 Sturmovik Mission Editor and Multiplayer Server Manual.
SCU_Server Posted May 19, 2017 Posted May 19, 2017 See pg. 326 of the IL-2 Sturmovik Mission Editor and Multiplayer Server Manual. Thanks
ACG_pezman Posted May 19, 2017 Posted May 19, 2017 Quick question, but how much bandwidth would be required to host a server of 84 with minimal lag, like WOL or TAW does? I have fiber internet with 1Gb/s up and down (not guaranteed) but would this be enough for me to run a dedicated server for the western hemisphere without getting too much lag?
coconut Posted May 19, 2017 Posted May 19, 2017 I have fiber internet with 1Gb/s up and down (not guaranteed) but would this be enough for me to run a dedicated server for the western hemisphere without getting too much lag? That should be plenty. I've never had that many players on my server, but in some early tests with 20 people, we barely hit 1Mb/s IIRC. I put some bandwidth restriction and I think we could go as low as 700Kb/s before people started noticing lag issues. That was a long time ago and I no longer have the notes from the trial, I hope my memory isn't failing me.
ACG_pezman Posted May 19, 2017 Posted May 19, 2017 That should be plenty. I've never had that many players on my server, but in some early tests with 20 people, we barely hit 1Mb/s IIRC. I put some bandwidth restriction and I think we could go as low as 700Kb/s before people started noticing lag issues. That was a long time ago and I no longer have the notes from the trial, I hope my memory isn't failing me. Thanks coconut! Lets hope that nothing has really changed. As we all know, I can get UP TO 1Gb/s up and down... but I feel like that is beyond optimistic. Just curious, but do you know about how much bandwidth a server like Wings of Liberty uses in a single month? It may be better to just rent a dedicated server close to the main internet hubs.
Urra Posted May 19, 2017 Posted May 19, 2017 It does, hence the light load missions. Our expectations for present day simulator would be that every airfield on for example Moscow map is in use with spawn points, AAA etc. and there are at least 100 ground vehicles (tanks, trucks etc.) moving. Currently, only a fraction of this can be realized. In addition, we have a server that runs 50 sps and tick delay well under 20 ms, and we still get server jams. Dserver performance improvement is sorely needed. All we can do is hope.
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