Lag when players go near each other
DarkflameQ
Join Date: 2013-02-28 Member: 183451Members
Hi All,
Trying out a dedicated server and when players go near each other, they experience lag.
I've done prolonged speed tests and the server upload never goes under 50mb and download is 200mb+.
Windows firewall is off, so my best guess is that this is being caused by a hardware NAT.
Anyone experienced anything like this? Can anyone confirm NAT causes these issues?
Trying out a dedicated server and when players go near each other, they experience lag.
I've done prolonged speed tests and the server upload never goes under 50mb and download is 200mb+.
Windows firewall is off, so my best guess is that this is being caused by a hardware NAT.
Anyone experienced anything like this? Can anyone confirm NAT causes these issues?
This discussion has been closed.
Comments
File under: net code.
Also the main culprit as to why late game combat with lots of players kills servers
Server is propably checking the collision calculations just like the ones in the clogs so if 12 players go gorge you have 120 clogs easy then 36 hydras and 20 tunnels later plus infestation trust me when i say it will lag
Pretty sure Quake 2 supported 32 players in 1997 too.
Intel Xeon E3-1270 v3 @ 3.9GHz, plenty of ram, should be able to handle 24 players.
Did a port test and a lot of ports are blocked, no software firewall enabled. Host blames Windows Server 2008, i personally think the host provder has their firewall settngs too high, installing windows 7 to entertain them.
And depara, keep your hate to yourself.
Then try 24 players.
You run a server over the official limit and cry about server issues?
Some "admins" never learn it.
Also im sure the server needs to work more if folk are closer to check if they are within range, hit each other etc.
and.. ::facepalm::
I'm no engine developer, so i could be wrong on this BUT..
I'm sure your point was just the playercount from a consumer POV, but you do realize the reasons, right?
I mean even if you made a Q3 mod that was somehow able to do everything NS2 does (and it wouldn't lol) it would more than likely have had the same issues. Sure it would be less because of no LUA, but Entity counts are entity counts, whether its a moving crag or a railgun player - both report their positions and actions to the server and therefore network traffic to all. Then there's the complex game logic from rts elements.
If you counted every single thing processed in a lategame NS2 32 man server, i highly highly doubt it would be something that q3 idtech engine could support.
Likewise, if all NS2 had to process server wise were players and nothing else, it would be far snappier/responsive/high performance.
Not complaining either, just asking a question. Server was lagging between players with only 2 people in.
I've installed a fresh copy of Windows 7, will try again later.
While I would also like to defend UWE, I'm pretty sure it's just bad net code. I doubt there is any priority system for traffic.
Could everything ns2 requires in a multiplayer game be handled by the latest unreal engine?
Yes, of course.
I wouldn't be surprised if there weren't any processes restricting traffic on redundant update data, and that is treated with equal priority as say player combat data, late game this becomes more of an issue, especially with more players actively viewing/participating in group combat.
It's fun to defend and expect only the best of the developers of the game you are currently maining, but sometimes, things aren't quite so great. Net code has been an issue for years. It needs to be revisited. It won't be though, there hasn't been even acknowledgement.
I'm pretty sure if you coded in C (or c++) (appropinatly), it would be siginificantly faster. But obviously you'd have to change the engine anyway to support whatever you need. And employing modern techologies such as making use of multiple cores, it would run even better.
And changing the way you do things, can yield massive improvments. You can go very far with optimization, especially algorithmic optimization (O(n) vs O(n**2) for example - speed linar to input length, like count of players/entities, vs speed quadratic to input length.)
But anyway at the end of the day, NS2 isn't up par to the industry standards of what people expect - the reasons might matter for people with insight, but as I said at end, the impression left (or the practical limit) is what counts. And that one is: NS2 still runs rather poorly (although admittingly it improved a LOT since the beta)
Thanks for all the constructive replies!
also the guy saying: Since I have been around, 32 man was never an option unless you made certain modifications.
i got the game in december last year and now that i think about it 32 slots was in the actual options of hosing a dedicatd server back then but not for really long.
steamcommunity.com/sharedfiles/filedetails/?id=130391092
looks like its going to be fixed in next patch so good thing there was a post or else it would be left out for another year!
When you look at it from that perspective, it is an amazing engine doing an amazing job, but it cannot be compared to one of the more recent engines.
Looks like the noobs moaning about Marines being able to evade skulks won.
- reduced marine dodge jump effectiveness by 50%
And the fade is going back to being completely over powered again, nice.
- increased fade swipe damage to 81 damage (up from 75)
- reduced shadow step cost to 9 (was 11)
- swapped stab and vortex position in tech tree
- reduced vortex energy cost to 10 (was 20)
Pathetic changes, can't wait for Marine vs Marine mod to finally be fixed.
Fades are not buffed that much, but are more viable again. They are not super useful right now and needed a small buff (its really not that big of a change).
Bunny hopping has been around since the 90's / Quake days, absolutely nothing wrong with it, gives a lone marine a fighting chance against surviving a skulk attack.
Game becoming more like COD which is a shame, i'm just glad it's fully moddable.
The fades were over powered before Reinforced, then they fixed them, now they are going back to being over powered again.
Onus is already OP with its Bone Shield and not much to combat it, (i see the Heavy Rifle in the coding that can penetrate but this hasn't even made it into the game yet).
There's no bunnyhop in NS2.
Spamming jump is not bunnyhop.
Marines are supposed to be worse in melee range...