New hardware and software
#31
Will this mean less Lag and more FPS?
#32
(11-29-2019, 07:23 PM)BGCrafter Wrote: Will this mean less Lag and more FPS?

Not necessarily FPS as FPS is clientside rendering.
However, we should see some improvements regarding server performance (lag, ping, tick-rate, etc.).
Kind Regards,
TASSIA
Fearless Developer
#33
(11-29-2019, 07:56 PM)TASSIA Wrote:
(11-29-2019, 07:23 PM)BGCrafter Wrote: Will this mean less Lag and more FPS?

Not necessarily FPS as FPS is clientside rendering.
However, we should see some improvements regarding server performance (lag, ping, tick-rate, etc.).
Yes, and since it's not a shooter game we limited tickrate to 22.
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#34
So we can spam more props before crashing the server now then that’s epic
#35
(11-29-2019, 07:57 PM)SoulRipper Wrote:
(11-29-2019, 07:56 PM)TASSIA Wrote:
(11-29-2019, 07:23 PM)BGCrafter Wrote: Will this mean less Lag and more FPS?

Not necessarily FPS as FPS is clientside rendering.
However, we should see some improvements regarding server performance (lag, ping, tick-rate, etc.).
Yes, and since it's not a shooter game we limited tickrate to 22.
Good job upgrading the server. I think the whole community appreciates this!

Regarding the tickrate,
What was the previous tickrate or has it always been 22? And how will this affect AgressiveRP?
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#36
(11-29-2019, 10:33 PM)Razz Wrote:
(11-29-2019, 07:57 PM)SoulRipper Wrote:
(11-29-2019, 07:56 PM)TASSIA Wrote:
(11-29-2019, 07:23 PM)BGCrafter Wrote: Will this mean less Lag and more FPS?

Not necessarily FPS as FPS is clientside rendering.
However, we should see some improvements regarding server performance (lag, ping, tick-rate, etc.).
Yes, and since it's not a shooter game we limited tickrate to 22.
Good job upgrading the server. I think the whole community appreciates this!

Regarding the tickrate,
What was the previous tickrate or has it always been 22? And how will this affect AgressiveRP?

For the past year it has been 22, the issue we had is the server-side tickrate kept dropping as low as 5 as soon as the server gets around 50+ players or there's a lot going on. This should hopefully completely fix that or at the very least help the tickrate stay up a lot higher.
Pollux
Fearless Management
bork
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#37
what the fuck is a tickrate? requesting reply from Pollux
#38
(11-30-2019, 12:20 AM)S!RNARC Wrote: what the fuck is a tickrate? requesting reply from Pollux

The tickrate is how often the server processes and basically calculates things. The higher the tickrate, the more often the server is processing and calculating things. So this is things such as updating where players are, user commands, hitreg, physics simulations, entity positions and a ton more. In baisc terms, a high tickrate means the server and player are synced up more often so what the player sees is also what the server sees. The reason we can't set this super high is because if we're forcing the server to do a ton of calculations very very often, it will be overloaded and end up missing things which is something we don't want.

If the tickrate is too low, then what the player sees and what the server sees are going to be off by a bit. This means things like entity positions, user commands, hitreg and all of that will be delayed. Compared to the example above, this means that what the player sees and what the server sees are not the same. This can result in shots missing, players appearing to teleport around on your screen, commands like spawning vehicles or ooc taking ages to process and a lot more.

The server will automatically adjust the tickrate to prevent it missing things, so we kept having the tickrate drop to as low as 5 at times. The new hardware has much better single-core performance than the old one, so the expected result is the tickrate won't drop as low as the server will be able to keep up. The reason single-core performance is important is because source servers are single threaded, meaning they can only use a maximum of one core.

You can read more about source networking here: https://developer.valvesoftware.com/wiki...Networking

ELI5 version: Tickrate is how often server thinks, if it can't think it won't do stuff like register bullets or update where players are. If it thinks too much it gets a headache and stops thinking for a while. Server will reduce how often it thinks if server has too much going on. If it can't think enough it will start missing some thoughts. We upgraded the brain so it can now think a lot quicker and hopefully will increase how often it thinks.
Pollux
Fearless Management
bork
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#39
(11-30-2019, 12:51 AM)Pollux Wrote:
(11-30-2019, 12:20 AM)S!RNARC Wrote: what the fuck is a tickrate? requesting reply from Pollux

-

oh okay thanks
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#40
(11-30-2019, 12:51 AM)Pollux Wrote:
(11-30-2019, 12:20 AM)S!RNARC Wrote: what the fuck is a tickrate? requesting reply from Pollux

Tickrate is how often server thinks, if it can't think it won't do stuff like register bullets or update where players are. If it thinks too much it gets a headache and stops thinking for a while. Server will reduce how often it thinks if server has too much going on. If it can't think enough it will start missing some thoughts. We upgraded the brain so it can now think a lot quicker and hopefully will increase how often it thinks.

this is the best tldr ive read in my life



Spoiler :
If it thinks too much it gets a headache and stops thinking for a while.

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