Recent Lag ... and what's being done.

General Comments, Questions about all things OmnipotentS that don't go in other topics/forums
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captainsnarf
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Re: Recent Lag ... and what's being done.

Post by captainsnarf »

The logs are usually fine. The problem is sometimes there are buggy mods that write a log entry every tick.
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pooty
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Re: Recent Lag ... and what's being done.

Post by pooty »

The logs are usually fine. The problem is sometimes there are buggy mods that write a log entry every tick.
Logs are cleared daily.
A large daily log might be 50-60k lines total for all day. Never really been an issue.

The spammy fireblade created 100+K in just one match. UT seems to like to buffer the log writes, I think those lags were the writes.
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Re: Recent Lag ... and what's being done.

Post by pooty »

So as of Oct 25th, server has been running 64-bit. NFO set it up to run 64-bit for us!

I don't see much change in CPU. And I think that's the source of the longer lag time between rounds -- (that's the only thing that changed afaik)

I kind felt like the server was a bit MORE laggy tonight than in previous weeks though.
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Anonymous.
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Re: Recent Lag ... and what's being done.

Post by Anonymous. »

Oh that explains it, it's not a good trade off :( not free after all
Maybe try 60 tick to see how it fares in the meanwhile?
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Re: Recent Lag ... and what's being done.

Post by pooty »

Yeah I'll set it tomorrow. I won't be back till late this evening if it needs changed back.
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Enyo
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Re: Recent Lag ... and what's being done.

Post by Enyo »

pooty wrote: Thu Oct 26, 2023 11:26 pm So as of Oct 25th, server has been running 64-bit. NFO set it up to run 64-bit for us!
That maybe explains why I had so many unregs and lots of laggy events on 10/25 and 10/26. Maybe switching to 64 bit isn’t such a great idea?
“Never argue with stupid people, they will drag you down to their level and then beat you with experience.”
― Mark Twain
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Re: Recent Lag ... and what's being done.

Post by captainsnarf »

I had zero problems myself. The server felt great, and everyone's pings were lower.
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Re: Recent Lag ... and what's being done.

Post by pooty »

So tonight I will set it back from 40 to 50 tick rate. This way we get a baseline of the 64 vs 32 bit at same tick rate.
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Re: Recent Lag ... and what's being done.

Post by pooty »

Okay, so I mistyped and set the tick rate for 60. We played Kitchensink with it at 60, we only had 24 players, but CPU charts showed 50% or lower which I think was very good, and the game felt good.

Only nagging thing is the delay between rounds, maybe we need to revisit that code Snarf (although we've both been through it mulitple times..)...feels like we should post an Announcer message "Round ended...Get Ready for Next Round" or similar... and maybe a brief musical interlude (ok, jk on the music).
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Anonymous.
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Re: Recent Lag ... and what's being done.

Post by Anonymous. »

Yeah, might have to go back to regular ucc. Too many issues
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