=GW=H517 Posted December 22, 2018 Posted December 22, 2018 DServer tick delay10-13. how to reduce the tick delay? 5 AI quantity.
coconut Posted December 22, 2018 Posted December 22, 2018 Reduce flying AIs, reduce ground vehicles, reduce artillery and anti-air.
=GW=H517 Posted December 22, 2018 Author Posted December 22, 2018 26 minutes ago, coconut said: Reduce flying AIs, reduce ground vehicles, reduce artillery and anti-air. Boy, this is frustrating. thank you for your help.
JimTM Posted December 22, 2018 Posted December 22, 2018 Coconut, the current manual has the following: SPS Simulations per second (the number of simulation processing cycles per second). The minimum value is 50. If the value drops below 50, the simulation slow-down becomes noticeable.Note: If the value exceeds 50, the SPS display still shows 50. Tick Delay The time required for one processing cycle of the simulation. The maximum processing value must be less than or equal to 20 milliseconds (20ms). If the value is greater than 20ms, the simulation slow-down becomes noticeable Is there any changes I can make to these entries in the manual to better serve the readers? I can at least add your comment above on how to reduce the delay. H517, were you seeing a large effect due to the delay? Thanks!
coconut Posted December 22, 2018 Posted December 22, 2018 @JimTMI think that’s it. I listed heaviest first 1
DeadMeat0383 Posted December 25, 2018 Posted December 25, 2018 Just a few things to do that can help with the tick delay: - Deactivate AI units when there are no players around. - Try limit AI units to single seat planes as much as possible as in my testing the more crew a plane has the heavier the tickrate cost is. - Check over your mission and make sure there are no objects overlapping each other or units that keep spawning and flooding the server. - Look at getting a faster CPU in your server, the DServer software is very heavily dependant on a single core, so the higher the clock speed and IPC the better. My server runs on an i7 4770 running at 3.8ghz boost. Also I note that the tickrate listed of 20ms, I find if it goes over 18-18.5 then I start getting server overload messages, so I tend to try keep my missions to a max tickrate of 10 if possible.
WWSitttingDuck Posted December 27, 2018 Posted December 27, 2018 hmmm....looking at the graph more then the tick delay.... I don't think i have ever seen that much activity above that yellow line. And it is solid too. Have to believe there is a lot more going on in that mission than 5 ai
SAS_Storebror Posted December 28, 2018 Posted December 28, 2018 A very weak CPU (VServer?) causes similar DServer graph and issues. Mike
DeadMeat0383 Posted January 2, 2019 Posted January 2, 2019 For reference here is the graph on my server with no users, just AI flying around (8xfighters, 8x2 seat attackers)
SAS_Storebror Posted January 2, 2019 Posted January 2, 2019 The grey part becomes wider when there's more activity on the server, e.g. on our FAC server we usually have 8 bombers, 10 fighters, 4 fighter-bombers, about 50 vehicles, two trains, about 30 (partly rocket-) artillery and some 20 flaks active on the map, which results in a tick delay of about 13-15 and a grey "line" on the graph that covers the area of 5-25. Mike
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