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Posted

DServer tick delay10-13. how to reduce the tick delay? 

5 AI quantity.

 

1F354E68-61CE-4FD2-BC21-A5B1D67BDC49.jpeg

Posted

Reduce flying AIs, reduce ground vehicles, reduce artillery and anti-air.

Posted
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.

Posted

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!

Posted

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

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

A very weak CPU (VServer?) causes similar DServer graph and issues.

 

:drinks:

Mike 

DeadMeat0383
Posted

For reference here is the graph on my server with no users, just AI flying around (8xfighters, 8x2 seat attackers) 

image.png

SAS_Storebror
Posted

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.

 

:drinks:

Mike

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