Server Rubberbanding and Jitter
Joe15555
Join Date: 2012-02-16 Member: 146227Members
Hey everyone,
We recently hosted a dedicated server (Build 195/196), and we're getting extreme rubber banding/jitter when multiple people connect. CPU Utilization never exceeds 40%, process memory utilization seems fine (only 700 MB) , and connection latencies are also fine. The machine is running Windows Server 2008 R2 (all dependencies, as listed on the wiki, have been ensured).
Does anyone have any ideas on what could be causing this, or how to correct it?
Are the limitations in the code, which may limit the player count? / Does NS2 have an unstated player limit, that the server should be enforcing?
I tried playing on a number of different servers, and about 3/4 seem to be experiencing this issue. Some seem to be smoother than others, but it seems most are affected.
Thanks in advance for any help/suggestions.
All the best,
Joe
We recently hosted a dedicated server (Build 195/196), and we're getting extreme rubber banding/jitter when multiple people connect. CPU Utilization never exceeds 40%, process memory utilization seems fine (only 700 MB) , and connection latencies are also fine. The machine is running Windows Server 2008 R2 (all dependencies, as listed on the wiki, have been ensured).
Does anyone have any ideas on what could be causing this, or how to correct it?
Are the limitations in the code, which may limit the player count? / Does NS2 have an unstated player limit, that the server should be enforcing?
I tried playing on a number of different servers, and about 3/4 seem to be experiencing this issue. Some seem to be smoother than others, but it seems most are affected.
Thanks in advance for any help/suggestions.
All the best,
Joe
Comments
also, see my sig :
The server is pretty much single-threaded, look at the individual core usage.
I recall logging in with VNC, when there were about 16 people in the server, overall utilization was about 30% and the core distribution seemed ok. Its also set to run on 4 cores of that machine, so my "never exceeds 40%" comment was based on eye-balling the utilization of those cores.
This is a data-center machine, and has ran numerous game servers for us to date. The frequency of the CPU has never been an issue-- have others had issues running NS2 servers on CPUs of "lower" frequencies?
All the best,
Joe
And since multithreading is pretty bad, your 16 cores won't do anything to help.
i heard that the server can utilize multiple cores, but there is a performance increase if you do not. still true?
edit: damn you NurEinMensch... :)
In the interim, I'll see if we can get a higher frequency machine allocated for our NS2 enjoyment ;p
All the best,
Joe
My friend has the same issues as you, he runs a server hosting company and he tried to get into NS2.
He has a Xeon server, tons of RAM, 2 CPU's, both 3.2GHZ, both Six cored machines....
And he was utterly shocked when he found he could not run a proper NS2 server. Infact, downright pissed and blamed Unknown Worlds. Well, he's right to, but I mean he blamed them in that bad way, errr, I dunno how to say it exactly, but yeah.
Of course it will be optimized man, if they don't it's going to severely hurt any chance the game has of becoming competitive.
In the interim, I'll see if we can get a higher frequency machine allocated for our NS2 enjoyment ;p
All the best,
Joe<!--QuoteEnd--></div><!--QuoteEEnd-->
Hey Joe, there will certainly be further optimizations before release, we are nowhere near where we want to be in terms of the final server and client performance, and it remains one of our top priorities. Max and Dushan, our engine programmers, are on it, and have lots of plans regarding what needs to be done.
--Cory
Welcome to NS2 the land of the un######ingexpected. This thing can either host 5 vs 5 game with 30 ticks or 9 vs 9 with 10-15 or 9 vs 9 with 30 IF YOU OVERCLOCK to 4.5 GHz.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
To put this into perspective I seem to remember reading somewhere that the eventual aim was to have stable 32 player servers. Of course there is some way to go but at least the devs have indicated they're going to do something about it.
Note: I may have actually dreamt that 32 player server figure - been having some weird NS dreams recently xD