Time to increase the tick rate?
- pooty
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Re: Time to increase the tick rate?
Tick Rate at 60.
I also adjusted these:
[IpDrv.TcpNetDriver]
ConnectionTimeout=20.0
InitialConnectTimeout=30.0
InitialConnectTimeout was 200 (seconds). I think both are too high still though. I mean if your client sends nothing for 20s with today's speeds...you've gone all Nautikal.
I also adjusted these:
[IpDrv.TcpNetDriver]
ConnectionTimeout=20.0
InitialConnectTimeout=30.0
InitialConnectTimeout was 200 (seconds). I think both are too high still though. I mean if your client sends nothing for 20s with today's speeds...you've gone all Nautikal.
- captainsnarf
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- pooty
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Re: Time to increase the tick rate?
60 is too high, pushing 80% cpu, seemed much laggier ot me, more unregs.
Did see huge data rates, esp on HSM, over 63 Mb/s.
We can try 50 tick rate tomorrow, So far 40 was pretty good.
Did see huge data rates, esp on HSM, over 63 Mb/s.
We can try 50 tick rate tomorrow, So far 40 was pretty good.
- captainsnarf
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Re: Time to increase the tick rate?
Where do you see data rates at? I noticed everyone's ping looked 20ms lower tonight.
- Anonymous.
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- Super Sanka
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Re: Time to increase the tick rate?
Hmm whatever the tickrate on friday was (40?) seemed to be the best for me personally .
- pooty
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Re: Time to increase the tick rate?
Tick Rate at 50. Lets see how that goes. So far 40 seems to be the best.
60 was too high. Remember compared to DM servers, the vehicles (and their guns) also usually have tick function (meaning it runs every tick which is the number of times a second it gets called), so that drives up the CPU quickly.
60 was too high. Remember compared to DM servers, the vehicles (and their guns) also usually have tick function (meaning it runs every tick which is the number of times a second it gets called), so that drives up the CPU quickly.
Lowered Connection timeouts to 15Could you lower it to 15? Still not confident it will kick the crashed client before the balancer. Also no news on 64 bit ucc?
- captainsnarf
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Re: Time to increase the tick rate?
Vehicles do have a tick function, but it's not as bad as you'd think. Tick is enabled/disabled. If nobody is driving then there is no tick.pooty wrote: ↑Sun Apr 23, 2023 7:34 am Tick Rate at 50. Lets see how that goes. So far 40 seems to be the best.
60 was too high. Remember compared to DM servers, the vehicles (and their guns) also usually have tick function (meaning it runs every tick which is the number of times a second it gets called), so that drives up the CPU quickly.
Code: Select all
simulated event DrivingStatusChanged()
{
local PlayerController PC;
PC = Level.GetLocalPlayerController();
if (bDriving && PC != None && (PC.ViewTarget == None || !(PC.ViewTarget.IsJoinedTo(self))))
bDropDetail = (Level.bDropDetail || (Level.DetailMode == DM_Low));
else
bDropDetail = False;
if (bDriving)
Enable('Tick');
else
Disable('Tick');
}
I think HSH is harder on the server than most because the mechs are not very optimized for network play. They work, but I didn't try to make them work optimally. I'm sure they are making network calls they don't need to.
- pooty
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Re: Time to increase the tick rate?
Mostly. I seem to remember one or two that had tick empty...but I think it was something worked on, I only remember because I had log function that was spamming the log even when unoccupied. Probably had override of Driving status changed. But yes, they shouldn't be ticking when empty no point.Tick is enabled/disabled. If nobody is driving then there is no tick.
The other thing is I would hope most are playing on more modern hardware. I have a newish laptop that just has integrated intel graphics and its pretty poor for UT2004 even (its an i7, but older). I don't play UT on it (its for vehicle tuning), but figured it'd be useful as a third client for testing...which works but the fps sucks-- its win11.. But my point is we might have players who's client has trouble with, Coldcut's 80386 excluded of course.
- captainsnarf
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Re: Time to increase the tick rate?
50 Tick rate might still be too high. We are still getting 80% spikes (I think that was massd).