AAO25.com
America's Army => General Chat => Topic started by: krIz+ on Friday, January 25, 2013, 11:15:30 AM
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go to aa25srv.ini
[Engine.GameEngine]
CacheSizeMegs=64 change to 256
[IpDrv.TcpNetDriver]
KeepAliveTime=0.2 change to 0
NetServerMaxTickRate=20 change to 50
save it and restrt the server, have fun
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reduced 15 ping for me on germany server
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I would NOT touch keep alive time. if I'm not mistaken thats the servers sending packets to make sure player are there, 0.2 is fine, what "improve ping" is NetTickRate and MaxClientRate so u must LEAVE it on 0.2.
side notes:
higher NetTickRate will make the server use more CPU and both Tick and MaxClientRate will make the server use more bandwidth, ask your host before doing such changes cuz some do not allow you to do.
MaxClientRate is also what limit the max client NetSpeed, so MaxCleintRate will be the max netspeed avaliabe for the client :) NetSpeed can be set higher than '10000' since some updates we have did, no worries about cvar kicks(max of 80000! min of 2700!)
changing rates can make you get kills a bit easier but get killed the same easy way.
http://wiki.unrealadmin.org/Netspeed_Tutorial_%28UT%29
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the fact is that did made ping less by 10-15 ms, i know all the unreal wiki tutorials. if you hit while in server netstats you will see packets in by deafult 20-25(dynamic) with the setting i posted above it stays static by 52 packets in, better bullet registration, but it needs to be tested when server is full.
and with this tweak my ping is less than in cmd, never happened before
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the fact is that did made ping less by 10-15 ms, i know all the unreal wiki tutorials. if you hit while in server netstats you will see packets in by deafult 20-25(dynamic) with the setting i posted above it stays static by 52 packets in, better bullet registration, but it needs to be tested when server is full.
yea but tickrate 50 & maxclientrate 25000 should be more than enough.
UDP ping might be lower, my ping is always lower than in the server browser.
According to Epic, changing CacheSizeMegs won't do anything for a server so leave it at it's default value.
NetServerMaxTickRate: is how many "frames" an Internet server operates at. It is an important setting in that it will affect CPU usage. Some admins will set this higher believing that it improves ping but that is nonsense. Also, higher tick rates will influence the power of weapons such as the pulse cannon and minigun in a noticeable way.
MaxClientRate: controls the maximum netspeed a client will use when connected to the server.
KeepAliveTime: This is the time a server will send a packet regardless of whether it needs to update possible packet alive time.
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Assist server list is bullshit, it never shows the correct ping but cmd does, NetServerMaxTickRate only make better bullet registration for instance in you have default setting NetServerMaxTickRate=20, you will see only like 15-20 bullets while shooting on a wall but with NetServerMaxTickRate=50, you will see like 20-25 bullet hits. I belive the keepalive thingy reduces the ping but with aa you never know :P
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kriz is right, dont trust everything u read on the internet. test it urself. I never had 55 ping in a germany server before, and the hit registration and server performance was pretty good. just need to test it with more ppl now
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does any1 know if server is using this engine [Engine.NullRenderDevice]?
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Null means None ou nenhum, servidor não precisa renderizar nada :)
e tambem não usa/reproduz sons. por isso esta em NullRender e UseSound False
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Null means None ou nenhum, servidor não precisa renderizar nada :)
e tambem não usa/reproduz sons. por isso esta em NullRender e UseSound False
pois eu isso não percebo muito, so perguntei pq pensei que fosse um tipo de engine qualquer. deduzi isso de acordo com estas linhas:
[Engine.Engine]
RenderDevice=Engine.NullRenderDevice
no server.ini as unicas settings relacionadas com graficos sao estas:
[Engine.NullRenderDevice]
DetailTextures=
HighDetailActors=
SuperHighDetailActors=
UsePrecaching=
UseCompressedLightmaps=
UseStencil=
se usarmos:
[Engine.NullRenderDevice]
DetailTextures=False
HighDetailActors=False
SuperHighDetailActors=False
UsePrecaching=True
UseCompressedLightmaps=True
UseStencil=False
é possivel haver aumento de performance?
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Wouldnt it be wise to deadicate even more memory to the game server? I mean 256 is miniscule for todays computers. I would think 1, 1.5 or 2 gig would be doable and help any?
I also change the engine cache game in the userini
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acho que não vai mudar nada.
128 MB is much more than enough for an AA server.
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Really? Even when server limits are higher like 26 man servers? Im just comparing to having seen a mine craft server and even only 4 people playing it gets quite demanding...But I suppose its a more server demanding game size wize with building maps and stuff
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isnt minecraft build in Java?
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I try it to, but only the CacheSizeMegs=64 to 256 on 1 server
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Some better explanation:
The default tickrate (20 for internet servers) is what causes the horrible ping in stat net display - when the server runs at 20 ticks a second, that also means it can take up to 1/20th of a second before it can acknowledge a ping from a client - that means 50 ms! This also affects gameplay - having a server run at tickrate 20 means that player commands have to wait for 50 ms in worst case before they can actually affect gameplay. And aiming becomes less accurate - just think of playing with 20 fps. If you move your mouse fast, there are large "jumps" in your viewrotation at these low values, and that is exactly what the server will do with your aiming if it is running at such a low tickrate, causing "gaps" in your aiming movement. This is also the cause for the seemingly increasing damage for the continously firing weapons (pulse secondary and minigun) - aiming just gets more precise, causing more of the actually single shots to hit the target.
In the past, server admins seem to have discovered that at a large scale. However, some of them went too far when fixing that misconfigured default setting - you can find servers running at tickrate 100 out there. Now while that is fine for people with a lot of bandwidth (as long as the server cpu and network connection is capable to sustain it), it is NOT fine for the average ISDN player.
The server->client traffic increases nearly at the same rate as the tickrate does, and tickrates of 100 generate too much traffic for a 64 kbit isdn line. That results in either packet loss (if maxclientrate on server is high enough and netspeed of the client is set to more than the line can actually handle to increase fps rates - see above for that..) or in the client missing game information ranging from decals to really important stuff like player movement.
On a sidenote - the reason for "f1-ping" being higher than stat net ping is simple: most clients will run at more fps than the server. That means the server will get an acknowledge to a ping request faster than the client will get it from the server - he just has to wait 1/fps seconds (plus the actual icmp ping, of course). For some strange reason (probably an attempt to filter out those dependencies) the client substracts half its frame-time (1/fps) from its own ping - that is why you'll always see a lower ping on your own machine than others will see for you.