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Hot Topic (More than 10 Replies) [227i] More laggy? (Read 2093 times)
Bleeder91[NL]
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[227i] More laggy?
Nov 17th, 2012 at 5:44pm
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I noticed that my server runs worse with 227i than 227h. Rising needs a lot of enemies roaming around. With 227h I could spawn 200 and not notice that big a difference, but with 227i even I'm feeling the lag (bullet trails not showing up in time, sounds delayed, that kinda ping stuff). Any idea what this might be, I heard about improved AI?
  
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Smirftsch
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Re: [227i] More laggy?
Reply #1 - Nov 17th, 2012 at 7:08pm
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in all tests we had pretty good results and usually better than in 227h.
Did you take over your old ini?

You could try a different tickrate- if its a server we are talking about, because replication was moved partially into native code and behaves a little different now, also I suggest to set
UseTransientNames=True in [IpDrv.TcpNetDriver]
Also you should check for UseCPU=0 - this one you want probably on one mostly unused core alone, so I'd suggest to set it to the last core available (starting with 0, so if you have a quadcore, set to 3). But on some systems it seems to behaves better if not forced to one CPU, so could try also with -1.

And are sure its no video issue, like other shadow settings, different sound settings, AA, etc?

That what comes into my mind for now, I'm sure we can figure this out Wink


  

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[]KAOS[]Casey
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Re: [227i] More laggy?
Reply #2 - Nov 17th, 2012 at 10:31pm
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what's your netspeed at? low netspeed can choke traffic and cause bnettemporary things to never show
  
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Bleeder91[NL]
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Re: [227i] More laggy?
Reply #3 - Nov 18th, 2012 at 12:33pm
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I don't see why shadows would increase server lag, thought that was client side?
Also noticed max download speed, lowering that one also helped a bit because most lag came from downloaders.
  
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Smirftsch
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Re: [227i] More laggy?
Reply #4 - Nov 18th, 2012 at 12:38pm
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I didn't know if you were talking about server or client, that's all Smiley
  

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Bleeder91[NL]
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Re: [227i] More laggy?
Reply #5 - Nov 18th, 2012 at 3:29pm
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Oh ok, it's server (ping, latency). Tryed lowering tickrate, did help a little. What would be the difference between tickrate and maxclientrate?
Also, I notice the lag especially when somebody's downloading (guess I need to tweak maxdownloadspeed a bit?) and when hitting an enemy.
Where do I see/change netspeed?
  
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Re: [227i] More laggy?
Reply #6 - Nov 18th, 2012 at 3:37pm
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well, to quote the UnrealReference:

Tickrate basically is the "fps" the server is running at. It's basically the most important variable a server admin can change. There is a tradeoff here - higher tickrate means more cpu load and more traffic server->client, but also means better pings (both in display and effective) and generally a more precise simulation on the server.

The maxclientrate is at what speed the client is allowed to connect to the server

More details are here:
http://www.oldunreal.com/UnrealReference/statnet.htm


Basically modern servers can handle higher tickrates up to 60 or 70, but you should try to increase (or lower) step by step to find out the best value for your machine and connection.

And yes, if happening when people are downloading, lower the download rate Smiley

And did you try the other suggestions?

  

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Re: [227i] More laggy?
Reply #7 - Nov 19th, 2012 at 12:49am
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I have my tickrate set to 40,000. Tongue
  

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Re: [227i] More laggy?
Reply #8 - Nov 19th, 2012 at 2:29am
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Hyzoran wrote on Nov 19th, 2012 at 12:49am:
I have my tickrate set to 40,000. Tongue

120*

it doesnt go higher
  
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Hyzoran
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Re: [227i] More laggy?
Reply #9 - Nov 19th, 2012 at 2:38am
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[]KAOS[]Casey wrote on Nov 19th, 2012 at 2:29am:
Hyzoran wrote on Nov 19th, 2012 at 12:49am:
I have my tickrate set to 40,000. Tongue

120*

it doesnt go higher


I request a new feature to be added to 227, in order to future proof Unreal for connections in 2040. (Because you know Epic wont make another Unreal by 2040)
  

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Re: [227i] More laggy?
Reply #10 - Nov 19th, 2012 at 3:19am
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beyond 120 ticks per second makes the engine freak out


so unless you want to create a godly timing algorithm..
  
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Re: [227i] More laggy?
Reply #11 - Nov 19th, 2012 at 8:14am
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Well, UseTransientNames=True by default. Lower tickrates, surprisingly, work better than higher. I have 20 now and it works well enough, sometimes spiking when lotsa enemies are around and getting shot. With 50-60 even hitting 1 zed makes bullet trails stop appearing.
  
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Re: [227i] More laggy?
Reply #12 - Nov 19th, 2012 at 9:13am
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the max tickrate depends very much on used hardware and eventually additional software running on the machine. I usually get best results with 40-50, but anything above 20 and below a max of maybe 60 - depending on hardware, as said, should work.
If 20 does the job for you, all is fine Smiley
  

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