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When to wait for multithreading?


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Dedicated servers do not have enough of any existing processor, for which the performance per core was sufficient.
After 1000 game days in one world there are 20 people at the same time (the server does not use mods) and the load on the core is 100% for the processor that works in overclocking on 5ghz.
If there are more than 20 people, the server starts to work unstably. Why there is a limit of 64 players? After all, after spending some time on the server, it starts consuming a huge amount of CPU resources with a small number of players. This is a long-known problem - it is impossible to make a world that will be allowed to 64 players and which exists more than 2000 or 3000 game days.
Why do not developers take steps in the thread of multi-threaded game optimization?

sry for my english

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On 4.9.2018 at 11:16 PM, kecapb said:

Why do not developers take steps in the thread of multi-threaded game optimization?

Because implementing proper multithreading is incredibly difficult.

It's generally easier for server hosts to lessen the load on the server, such as removing demanding mods and adding mods that clean up those 38942378293 items scattered all over the map. (seeds, rot (From rotted seeds, etc), items dropped by players, etc.)

Maybe Klei will eventually implement it.

Or feel free to provide Klei with the necessary code to upgrade their server software.

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example:

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The company Wargaming has already rewritten the game engine from scratch for the third time

I found only one solution to hold 64 players on one server for a long time - this is creating a server with 3 caves and 5 worlds from the top, limiting the presence of up to 10 players in one world. This imposes some inconvenience for the players, when the world is scored 10/10 and someone can not get into it, that would return to their base or perform a certain task.

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