I'm Curious. The Lag Is Caused By What?

ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
Flayra you keep saying you improve the lag problem but can you go into more detail? can you tell us exactly what you discovered was causing so much strain on the servers? being a programmer myself, this interests me.

Comments

  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    He posted this info in a thread here already. Something about removing unneeded entities after map is finished loading.
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
    The info_team_start entity if I remember correctly. They represent about 64 of the entities on the map, so removing them will help to reduce lag and entity count on the maps <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Also, excessive turret farming lags the server good and hard...
  • clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
    Here's the info:

    <snip>
    Just wanted to update you really quickly with a recent development. I've made a big performance optimization, such that all spawn entities are tracked independently of HL, and are deleted when the map loads. This means there are now 96 less entities on all NS maps! With other improvements from the mappers and some other code changes, this brings some maps below the 200 range (!), and most of the other maps below 300. This should make a HUGE difference in server performance in 1.1 and beyond.

    I won't say that it's at CS performance level yet, but it should be a lot better.

    P.S. ...and no, please don't ask for an ETA on it, it'll be ready as soon as it's ready.
    </snip>

    A lot of work that the server has to do depends on the # of entities on the map. Less entities = faster server.

    That's why some of the more complex maps (like hera) can cause more lag than the simpler maps.
  • airyKairyK Join Date: 2002-12-19 Member: 11126Members
    well lag is mostly caused by the server side....its it fault of the many entities in the map that the server has to keep track of. the mines are a big problem .....i think at 100 mines the server goes poof! at least my clan server does...we kick dumb n00bs on our server when they stack the mines on the side and when the come back complaining after the server gets back up asking why it crashed lol........hopefully this can be fixed
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    why does the server have to keep track of player spawnpoints? no player can see them. they don't move. turrets and chambers can't shoot at them.

    i was hoping the lag would be reduced without removing entities from maps and making them more crappy and simple.

    btw i seen weird things. many transparent surfaces just pop up in view when entering a room. that means they are server side. they are not supposed to be because they don't move or break or anything. also many windows can be jumped straight through before you get replaced back in front of them and your movement lags when you are touching some windows meaning they are server side when they shouldn't be coz they are not breakable. same thing with stepping on resource nozzles.
  • ElectroKiwiMonkeyElectroKiwiMonkey Join Date: 2002-11-06 Member: 7384Members
    As far as I know - AND THIS IS BY NO MEANS ACCURATE:

    The server essentially runs a full HL client to keep track of who can see/hear what, hivesight, motion tracking, presumably all the structures. This is why the dedicated server download is so bloody huge - if you look, it has all the models, sounds, etc. A normal HL dedicated server is quite tiny by comparison, and the memory/cpu usages of the NS server versus a standard one differ accordingly.

    My guess is that Flay is managing to find various entities (such as the player spawns) that don't need to be kept track of by the server as it's updating every X frames, so he's giving them over to the client or finding a way to just get rid of them (I'm still not clear on what exactly is being done with the spawn entities).
  • AnavrinAnavrin Join Date: 2002-10-30 Member: 1734Members
    That's wrong.

    Spawn points are not kept track of nor are they updated. They only matter on the server side and will never congest the bandwidth. Too many spawn points will simply make the map load longer, but only by a millisecond. In the communication between the HL client and the HL server, no update is given to info_player_start entities. The only update is given as when and where the player does spawn.

    The only possibilities are the entities that actually can interact with the players. My best guess? Something to do with the buildings, as they're treated as monsters, meaning they do get updated (ie: sound, animation sequence, health) and as a result generate large amounts of bandwidth. Even the angle at which a single turret faces is conveyed to the client.

    We have to understand that the HL client sees very few entities, but rather sees the effect of entities. So obviously a static armoury would require less bandwidth than say a functioning RT.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    The server lag talked about here isn't caused by network bandwidth choking, it's caused by CPU choking. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    do the offense chambers and turrets and sieges check all the time what enemy buildings they can see or do they only check everytime a building is placed/removed/moved.
  • ElectroKiwiMonkeyElectroKiwiMonkey Join Date: 2002-11-06 Member: 7384Members
    My guess (and again, it may well be wrong) is that for anything that could conceivably need to know whether it can see something else, the server checks it every update. This includes, players, structures, and the hivesight/motion.
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    why doesn't Flayra want to enter the discussion?
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    because he is busy.
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    too busy to find out what bugs are causing the lag?
  • redeemed_darknessredeemed_darkness Join Date: 2003-01-21 Member: 12565Members
    Or possibly busy having a life out side of NS
  • ElectroKiwiMonkeyElectroKiwiMonkey Join Date: 2002-11-06 Member: 7384Members
    <!--QuoteBegin--ViPr+Apr 3 2003, 09:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ViPr @ Apr 3 2003, 09:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> too busy to find out what bugs are causing the lag? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Flayra already knows what bugs are causing the lag, and he's busy fixing them.

    My guess is that he forgot his welder one afternoon while coming back to his computer from the bathroom and a sneaky gorge webbed him up good, so he can't work very fast. This explains why 1.1 isn't coming out as fast as we'd all like and why he hasn't posted in this topic yet. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Young_TrotskyYoung_Trotsky Join Date: 2003-01-14 Member: 12285Members
    <!--QuoteBegin--redeemed darkness+Apr 4 2003, 01:16 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (redeemed darkness @ Apr 4 2003, 01:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Or possibly busy having a life out side of NS <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    erm, what?
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