Tick Rate...

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pooty
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Tick Rate...

Post by pooty »

So with the move to 64-bit it seems we can up the tick rate.... old server was at 30, we are now at 70.

https://wiki.unrealadmin.org/Netspeed_Tutorial_(UT)

But per Snarf:
Unrelated, I noticed at 70 tick last night we were pushing 95kbs from the server. Thank god for bandwidth fix, but also setting MaxClientRate=100000 might not be enough. We might need 200000 if we increase tick rate further.
Without our bandwidth removal mod, we can increase the netspeed. (100 is 100 KB/s, so for 32 players = 3.2 MB/s (Bytes, not bits) Not exactly burning up the network pipe. Even at 200K is 6.4 MB/s (51 Mbits/s) (which back in the day would have been unthinkable, but now with most servers on 10+ Gigabit networks not a big deal). For each person, 200 Kb/s is only 1.6 Mb so those of you still on AOL or Compuserve need to upgrade...and/or stop your continuous OnlyFans streaming.... :D

All that being said, do we need more than 70 ticks?
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Anonymous.
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Re: Tick Rate...

Post by Anonymous. »

The cap should definitely be raised, 100k isn't enough anymore. It looks like the default is 80k which should also be raised.

I think 70 tick is good enough, but I'm not opposed to more if the CPU can handle it.
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pooty
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Re: Tick Rate...

Post by pooty »

Current tick rate is now at 50, up a bit from 40.

Lets see how it goes, its probably a bit too high with 24+ players, but we only get a full server once in a while.
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Super Sanka
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Re: Tick Rate...

Post by Super Sanka »

I didn't see any performance issues or lag events with 50 ticks.
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pooty
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Re: Tick Rate...

Post by pooty »

Harbor lagged a bit, but that might be the map vs. server.
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Enyo
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Re: Tick Rate...

Post by Enyo »

pooty wrote: Wed Nov 15, 2023 10:55 pm Harbor lagged a bit, but that might be the map vs. server.
Only map that lagged all night for me. FPS drop to less than half.
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Anonymous.
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Re: Tick Rate...

Post by Anonymous. »

It's the map, the tick rate doesn't have that kind of impact on client FPS.
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pooty
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Re: Tick Rate...

Post by pooty »

It can though depending... I've seen it drop with vehicles, especially if they have heavy Tick() function and certain emitters/ dynamic light.

Based on the other thread its too many triangles in the meshes on that map.
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