<!--quoteo(post=1811310:date=Nov 28 2010, 12:26 AM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Nov 28 2010, 12:26 AM) <a href="index.php?act=findpost&pid=1811310"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Strange, i give it 2 cores it uses 2 cores<!--QuoteEnd--></div><!--QuoteEEnd-->
It may use 2 cores, but there is only one worker thread that means that your 2 cores will never be used more than 50% (together).
Check the server.exe with process explorer, there is only one worker thread causing cpu load (PhysX is threaded but causes minimal load).
Yea on an older 3.0ghz xeon i see 80 to 90% usage with no players =/.. It also tends to sorta 'hop' up and down from 80 to 100 when a couple people join. It cant handle any more then 6 currently however =/.
endarJoin Date: 2010-07-27Member: 73256Members, Squad Five Blue
<!--quoteo(post=1811277:date=Nov 28 2010, 06:36 AM:name=w0dk4)--><div class='quotetop'>QUOTE (w0dk4 @ Nov 28 2010, 06:36 AM) <a href="index.php?act=findpost&pid=1811277"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->On my server and on my local machine, the server.exe idles at around 60-70% of one core. What operating system do you use?<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1811123:date=Nov 27 2010, 08:18 PM:name=endar)--><div class='quotetop'>QUOTE (endar @ Nov 27 2010, 08:18 PM) <a href="index.php?act=findpost&pid=1811123"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Mine is at about 5.5%-6% with 0-1 players (makes no difference if the only player is idle). That is on a single core, total across all 12 threads (6 cores) is at about .6%.<!--QuoteEnd--></div><!--QuoteEEnd-->
Im using 2008 R2. The figure I quoted above was on a newly created process with only myself joining. After about 3 days of uptime on the same process, the (currently) empty server is using: single core: 52.5% total: 4.4%
Well my guess is that software physx just fails. At least those problems look like physx related. I have had crashes in previous build too - either lua script bugs or physx agian.
<!--quoteo(post=1811310:date=Nov 27 2010, 06:26 PM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Nov 27 2010, 06:26 PM) <a href="index.php?act=findpost&pid=1811310"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Strange, i give it 2 cores it uses 2 cores<!--QuoteEnd--></div><!--QuoteEEnd--> Just because you see usage on multiple cores doesn't really mean its utilizing them fully. There is only one thread in the server.exe process that has any significant cpu time. This one thread gets moved between cores, but while its running at 100% on one core the other core(s) is(are) idle. Then it moves to the other, etc. So what you'll see, and this is what I see on my server, is that the server.exe process will show as using 1/N of your full cpu time where N is the number of cores (ie on a dual core you'll see 50% usage, because at any given moment its using 1 core at 100% while the other is idle).
I also seem to be getting some weird hanging issues. I'll get a couple of garbage ascii characters in the server output and the server is dead, but it doesn't crash (the process keeps running).
Got these errors in console repeated over and over: ViewModel:GetPoseParam(gun_loop): Parameter name doesn't exist. ViewModel:GetPoseParam(arm_loop): Parameter name doesn't exist.
Also had this as the last message before a crash: Hive:SetAnimation(death): Actor animations locked during OnProcessMove() and pre vious animation (deploy) already queued.
Are these sorts of error messages useful or would it be better to gather crashdumps? It seems that the server doesn't have an auto-crash-reporter like the client does. Should I set up debugging tools for windows or something?
<!--quoteo(post=1813214:date=Dec 4 2010, 06:48 AM:name=Typhon)--><div class='quotetop'>QUOTE (Typhon @ Dec 4 2010, 06:48 AM) <a href="index.php?act=findpost&pid=1813214"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I also seem to be getting some weird hanging issues. I'll get a couple of garbage ascii characters in the server output and the server is dead, but it doesn't crash (the process keeps running).<!--QuoteEnd--></div><!--QuoteEEnd-->
There is a bug where if somebody with a non-ascii letter joins the server, the console hangs (but the server still runs fine).
Got some weird spam in the server console of players's names constantly changing:
remyhny (2) connected. [USS]Scottie | M (2) connected. remyhny (2) is now known as remyhny (3). [USS]Scottie | M (2) is now known as [USS]Scottie | M (3). remyhny (3) is now known as remyhny (2). SwayzeDog (2) connected. [USS]Scottie | M (3) is now known as [USS]Scottie | M (2). SwayzeDog (2) is now known as SwayzeDog (3). Fitch (2) connected. SwayzeDog (3) is now known as SwayzeDog (2). SwayzeDog (2) is now known as SwayzeDog (3).
I'm getting the same and it's while the player is connected, also it I got the same people reyhny, [USS]Scottie | M, and SwayzeDog that have this. Haven't noticed anyone else that does this though.
Anything new here? I have a Core i5-750 (4x2,66GHz) and 6gig RAM running a L4D-Server and some other stuff (pyload Webinterface for studyproject). How is the performance with the latest version and the average traffic-usage?
Disabled saving of configuration file overrides. Build 175 Starting Natural Selection 2 Starting server Failed to load Steam ServiceServiceStart: failed to startConnected to Steam serv ers Couldn't open file 'models/marine/robotics_factory/robotics_factory.model' PrecacheModel(models/marine/robotics_factory/robotics_factory.model) file doesn' t exist. Couldn't open file 'models/marine/prototype_module/prototype_module.model' PrecacheModel(models/marine/prototype_module/prototype_module.model) file doesn' t exist. Couldn't open file 'models/alien/shift/shift.model' PrecacheModel(models/alien/shift/shift.model) file doesn't exist. Couldn't open file 'models/alien/shade/shade.model' PrecacheModel(models/alien/shade/shade.model) file doesn't exist. Couldn't open file 'models/alien/onos/onos.model' PrecacheModel(models/alien/onos/onos.model) file doesn't exist. Couldn't open file 'models/alien/onos/onos_view.model' PrecacheModel(models/alien/onos/onos_view.model) file doesn't exist. Couldn't open file 'models/alien/cocoon/cocoon.model' PrecacheModel(models/alien/cocoon/cocoon.model) file doesn't exist. Couldn't open file 'models/marine/heavy/heavy.model' PrecacheModel(models/marine/heavy/heavy.model) file doesn't exist. Couldn't open file 'models/marine/minigun/minigun.model' PrecacheModel(models/marine/minigun/minigun.model) file doesn't exist. Couldn't open file 'models/marine/minigun/minigun_view.model' PrecacheModel(models/marine/minigun/minigun_view.model) file doesn't exist. Couldn't open file 'models/marine/jetpack/jetpack.model' PrecacheModel(models/marine/jetpack/jetpack.model) file doesn't exist. Loading 'maps/ns2_rockdown.level' teamNumber - Value is outside expected range (0.00, 2.00), clamping to 2.00: TechPoint:OnMapPostLoad(): Couldn't find any egg spawn entities near "Marine Sta rt" tech point, hives built here won't create eggs. - Server TechPoint:OnMapPostLoad(): Couldn't find any egg spawn entities near "Marine Sta rt" tech point, hives built here won't create eggs. Local server active.
It's normal ?
I can connect to the server (i play on the server : Windows 2008 R2), but when i search the server it's write (LAN) at the end of the name, it's normal ?
That's the same for everyone, Even though it says local it is internet. I did notice that if your running the server from your local network if you join via internet it will also join you via lan resulting in two instances of yourself on the scoreboard so i just join mine via lan.
I have determined the crashing I get 10 to 20 seconds in the game only applies to Tram Map. Rockdown I can play no issues. I have turned off overclocks, still crash.
My server crashes a little more often now and it is running Tram.
That's odd as i run tram on my server and it has been going for over 24 hours without a crash, dare i say it's more stable then my ns1 servers at the moment.
The only thing i see is the occasional disconnect from steam servers but then it reconnects and all is good.
devicenullJoin Date: 2003-04-30Member: 15967Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1845380:date=May 11 2011, 02:42 AM:name=RockyMarc)--><div class='quotetop'>QUOTE (RockyMarc @ May 11 2011, 02:42 AM) <a href="index.php?act=findpost&pid=1845380"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can we get some server updates with the latest patches? please? :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Like what? In all honesty, the server is better then the last few games I've had to deal with by large developers. Sure, it would be nice if it were less resource intensive, but IMO it contains all the features it really needs to at this point.
There's no point wasting time on extra server features right now, when there's very few people playing at any one time.
QuovatisTeam InversionJoin Date: 2010-01-26Member: 70321Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1864656:date=Jul 29 2011, 09:26 AM:name=plopingo)--><div class='quotetop'>QUOTE (plopingo @ Jul 29 2011, 09:26 AM) <a href="index.php?act=findpost&pid=1864656"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How can i configure the tickrate of my server ?<!--QuoteEnd--></div><!--QuoteEEnd-->
That's like asking how can you get NS2 to get 100 FPS out of a TNT2 video card.
<!--quoteo(post=1864659:date=Jul 29 2011, 05:33 PM:name=Quovatis)--><div class='quotetop'>QUOTE (Quovatis @ Jul 29 2011, 05:33 PM) <a href="index.php?act=findpost&pid=1864659"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's like asking how can you get NS2 to get 100 FPS out of a TNT2 video card.<!--QuoteEnd--></div><!--QuoteEEnd-->
I have edited my question ;)
But i don't understand why you respond this to me .....
QuovatisTeam InversionJoin Date: 2010-01-26Member: 70321Members, NS2 Playtester, Squad Five Blue
edited July 2011
I think you can configure it, but don't know why you would want to. If your hardware can't handle the load, there's nothing you can do about it. The tickrate is a variable that you can set a maximum, but it's like framerate--it will run as high as it can. A reasonable cap is around 30. Messing with the tickrate cap is not going to magically make the server less laggy (unless you had it at something stupid like 5, but I think the default is 30). It doesn't work that way.
Either way, tick rate is basically server FPS and is currently limited by CPU. I don't think theres any settings you can play with currently that will result in a higher tickrate. The E8400 is a great dualcore CPU so I suggest just waiting for performance improvements from UWE.
Comments
It may use 2 cores, but there is only one worker thread that means that your 2 cores will never be used more than 50% (together).
Check the server.exe with process explorer, there is only one worker thread causing cpu load (PhysX is threaded but causes minimal load).
What operating system do you use?<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1811123:date=Nov 27 2010, 08:18 PM:name=endar)--><div class='quotetop'>QUOTE (endar @ Nov 27 2010, 08:18 PM) <a href="index.php?act=findpost&pid=1811123"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Mine is at about 5.5%-6% with 0-1 players (makes no difference if the only player is idle). That is on a single core, total across all 12 threads (6 cores) is at about .6%.<!--QuoteEnd--></div><!--QuoteEEnd-->
Im using 2008 R2. The figure I quoted above was on a newly created process with only myself joining. After about 3 days of uptime on the same process, the (currently) empty server is using:
single core: 52.5%
total: 4.4%
<a href="http://img340.imageshack.us/img340/5323/ss20101203190525.png" target="_blank">http://img340.imageshack.us/img340/5323/ss20101203190525.png</a>
<a href="http://img227.imageshack.us/img227/7504/ss20101203192429.png" target="_blank">http://img227.imageshack.us/img227/7504/ss20101203192429.png</a>
It looks like server needs real powerfull gfx card :(
Doesn't that defeat the purpose of a server, unless you're running a CUDA cluster? :P
Just because you see usage on multiple cores doesn't really mean its utilizing them fully. There is only one thread in the server.exe process that has any significant cpu time. This one thread gets moved between cores, but while its running at 100% on one core the other core(s) is(are) idle. Then it moves to the other, etc. So what you'll see, and this is what I see on my server, is that the server.exe process will show as using 1/N of your full cpu time where N is the number of cores (ie on a dual core you'll see 50% usage, because at any given moment its using 1 core at 100% while the other is idle).
I also seem to be getting some weird hanging issues. I'll get a couple of garbage ascii characters in the server output and the server is dead, but it doesn't crash (the process keeps running).
ViewModel:GetPoseParam(gun_loop): Parameter name doesn't exist.
ViewModel:GetPoseParam(arm_loop): Parameter name doesn't exist.
Also had this as the last message before a crash:
Hive:SetAnimation(death): Actor animations locked during OnProcessMove() and pre
vious animation (deploy) already queued.
There is a bug where if somebody with a non-ascii letter joins the server, the console hangs (but the server still runs fine).
remyhny (2) connected.
[USS]Scottie | M (2) connected.
remyhny (2) is now known as remyhny (3).
[USS]Scottie | M (2) is now known as [USS]Scottie | M (3).
remyhny (3) is now known as remyhny (2).
SwayzeDog (2) connected.
[USS]Scottie | M (3) is now known as [USS]Scottie | M (2).
SwayzeDog (2) is now known as SwayzeDog (3).
Fitch (2) connected.
SwayzeDog (3) is now known as SwayzeDog (2).
SwayzeDog (2) is now known as SwayzeDog (3).
When i start my server (via HLDS) i see this :
Disabled saving of configuration file overrides.
Build 175
Starting Natural Selection 2
Starting server
Failed to load Steam ServiceServiceStart: failed to startConnected to Steam serv
ers
Couldn't open file 'models/marine/robotics_factory/robotics_factory.model'
PrecacheModel(models/marine/robotics_factory/robotics_factory.model) file doesn'
t exist.
Couldn't open file 'models/marine/prototype_module/prototype_module.model'
PrecacheModel(models/marine/prototype_module/prototype_module.model) file doesn'
t exist.
Couldn't open file 'models/alien/shift/shift.model'
PrecacheModel(models/alien/shift/shift.model) file doesn't exist.
Couldn't open file 'models/alien/shade/shade.model'
PrecacheModel(models/alien/shade/shade.model) file doesn't exist.
Couldn't open file 'models/alien/onos/onos.model'
PrecacheModel(models/alien/onos/onos.model) file doesn't exist.
Couldn't open file 'models/alien/onos/onos_view.model'
PrecacheModel(models/alien/onos/onos_view.model) file doesn't exist.
Couldn't open file 'models/alien/cocoon/cocoon.model'
PrecacheModel(models/alien/cocoon/cocoon.model) file doesn't exist.
Couldn't open file 'models/marine/heavy/heavy.model'
PrecacheModel(models/marine/heavy/heavy.model) file doesn't exist.
Couldn't open file 'models/marine/minigun/minigun.model'
PrecacheModel(models/marine/minigun/minigun.model) file doesn't exist.
Couldn't open file 'models/marine/minigun/minigun_view.model'
PrecacheModel(models/marine/minigun/minigun_view.model) file doesn't exist.
Couldn't open file 'models/marine/jetpack/jetpack.model'
PrecacheModel(models/marine/jetpack/jetpack.model) file doesn't exist.
Loading 'maps/ns2_rockdown.level'
teamNumber - Value is outside expected range (0.00, 2.00), clamping to 2.00:
TechPoint:OnMapPostLoad(): Couldn't find any egg spawn entities near "Marine Sta
rt" tech point, hives built here won't create eggs. - Server
TechPoint:OnMapPostLoad(): Couldn't find any egg spawn entities near "Marine Sta
rt" tech point, hives built here won't create eggs.
Local server active.
It's normal ?
I can connect to the server (i play on the server : Windows 2008 R2), but when i search the server it's write (LAN) at the end of the name, it's normal ?
THanks
My server crashes a little more often now and it is running Tram.
The only thing i see is the occasional disconnect from steam servers but then it reconnects and all is good.
Like what? In all honesty, the server is better then the last few games I've had to deal with by large developers. Sure, it would be nice if it were less resource intensive, but IMO it contains all the features it really needs to at this point.
There's no point wasting time on extra server features right now, when there's very few people playing at any one time.
Network variable 'focusGroupIndex' has value 0 which is outside the range that can be sent using 5 bits
It's spamming that message 1-3 times a second and yet they have no problems... What the hell does it mean?
How can i determine what is the best tickrate for my server ?
What's is the definition of tickrate exactly ?
My Dedicated server : Core 2 Duo E8400, 4Go DDR2, 100 mbits bandwitch in/out
Thanks in advance ;)
That's like asking how can you get NS2 to get 100 FPS out of a TNT2 video card.
I have edited my question ;)
But i don't understand why you respond this to me .....
It's not helpful at all :(
Either way, tick rate is basically server FPS and is currently limited by CPU. I don't think theres any settings you can play with currently that will result in a higher tickrate. The E8400 is a great dualcore CPU so I suggest just waiting for performance improvements from UWE.