Recent Lag ... and what's being done.
Posted: Sun Oct 23, 2022 10:01 am
So, there's various threads on lag. We've added UTComp and pretty much everyone likes the ping comp, hitsounds, skins etc. It does put a bit more strain on the server, we saw some lag on 10/20, 10/21
Now I've reduced the tick rate yesterday before the evening session and it seemed to help considerably:
The above included Minus-Kitchensink, DJY-Rando, valarna-rando and MassD so pretty much the worst loaders on the server. And note the player count 32 players (on DJY) yesterday and CPU was less than previous day with fewer players.
I monitored this during the game, and also the overall machine vs. our game server instance... The overall machine was pretty good max in the 40-50%, meaning there wasn't much else running on it.
I don't think the reduction in tick rate changed any gameplay except for reducing the lag, and I think the tick rate was increased in the past to try to make play smoother, but the ping comp does that for us now.
Hopefully it stays this way and we've found the sweet spot!
Now I've reduced the tick rate yesterday before the evening session and it seemed to help considerably:
The above included Minus-Kitchensink, DJY-Rando, valarna-rando and MassD so pretty much the worst loaders on the server. And note the player count 32 players (on DJY) yesterday and CPU was less than previous day with fewer players.
I monitored this during the game, and also the overall machine vs. our game server instance... The overall machine was pretty good max in the 40-50%, meaning there wasn't much else running on it.
I don't think the reduction in tick rate changed any gameplay except for reducing the lag, and I think the tick rate was increased in the past to try to make play smoother, but the ping comp does that for us now.
Hopefully it stays this way and we've found the sweet spot!