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My server hit 35 players: Results


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Hi there, 

 

So my server CraftalGlory hit 35 players last night.

Peretty amazing to watch. Of course I was there to assist and provide food as otehrwise everyone would have died of starvation.

 

So, the results are pretty interesting.

The server uses 1 core only and maxes it at 100%.

Whenever there are global messages such as darkness about to happen. There are lagspikes.

Overall it was a pretty fun experience and I am impressed by what the server can do at this stage.

 

I also made a video of everything so if you are interested to see that be sure to let me know.

 

CraftalGlory

 

By the way: Server name = [EU-West] CraftalGlory

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So, the results are pretty interesting.

The server uses 1 core only and maxes it at 100%.

Whenever there are global messages such as darkness about to happen. There are lagspikes.

Overall it was a pretty fun experience and I am impressed by what the server can do at this stage.

 

Yeah, it's those lagspikes in degenerate situations that're the biggest problem. 35 isn't as high as we'd like, but that'd be pretty reasonable if it wasn't only like half that number you can get on safely. :( Much work to be done!

Hey @CraftalGlory

 

That's pretty awesome - I would love to see the video :-)

 

For reference, could you tell me the server specs?

 

Thanks,

Kaj

Thanks, the video turns out to be 2 hours so might have to make some cuts to keep it interesting..

The hardware is as follows

CPU: i5 3570 - chose it because of high single thread score: http://www.cpubenchmark.net/cpu.php?cpu=Intel+Core+i5-3570S+%40+3.10GHz

RAM: 16GB

HDD: 2TB raid

Connection: Symmetrical 100mbps

 

The server hits around 100% cpu usage on a single core at around 10-12 people. 

110% at 25 people (turboboost from 3.1 to 3.8). At this point it is completely playable really. At around 30-35 people it became laggy at times. Players would have weird animations at this point.

 

I put the tick_rate to 60. Maybe if I lowered it it would allow for me to host more players(the higher the number, the more CPU it uses per player I guess. So I bet that's not really nice when there are a lot of players). 

 

 

 

Yeah, it's those lagspikes in degenerate situations that're the biggest problem. 35 isn't as high as we'd like, but that'd be pretty reasonable if it wasn't only like half that number you can get on safely. :( Much work to be done!

I'd say keep up the good work :D. As I said above, I set tick_rate to 60 so that might have been part of the reason why it started to lag at that point. Since the server tried to make best calculations for all players. Which probably backfired. 

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