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 Post subject: server laggy?
PostPosted: 06.25.09 
Quote:
SG and HSO [two older urt clans] have found that attualy putting loads of high slots servers onto a single box does create a wierd laggy feel.

We HSO Have had, a Quad Core, Dual Core and Single Core Servers (as in dedicated boxes). But there is a single clear thing we found out. A Webserver hosting a website that is used (be is lightly) definatly makes any urt server on that box more laggy.

Also since the game is UDP the number of packets get blasted at the server increases the chance that a few are lost or delayed. The more slots and the more servers that are piled in start to make this effect worse. Obviously its not cost effective, but the BEST possible hosting of a UrT Game Server has to be on its own server, then its the best it can be. HSO Now use cheep Single core servers 2.8Ghz Each with 2G of memory to host a Single Public and Single Private Game Server, we found the results amasing.


IIRC the servers are on a multi-core machine?
maybe make a try and assign the bomb and the tdm server each to a single core could help on improving?
if they are not, forget about this post ;)

source: http://forums.urbanterror.net/index.php/topic,16361.msg224147.html#msg224147



 


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 Post subject: Re: server laggy?
PostPosted: 06.25.09 
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Godlike
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skill: 1122.83
kills: 25960
deaths: 19847
ratio: 1.30
-----bomb:  
nick: [dswp]GewitterOma
skill: 812.172
kills: 3885
deaths: 3541
ratio: 1.09
i tried that already.
btw: who wants to run 1 q3 server on 1 ded comp agree to cost around 100 euro/month.
thats five to ten times more expensive then usual.
wether theres better result? slightly.
the quadcore start to lag when theres more then 2000 slots q3, filled with rocketing bots.
urban terror start to feel a bit dizzy when theres more then 20 players, q3 fuckup then after a while, its not apreceated to run mor then 16 slots.

i think the real performance win is putting the database and web apps on a separate machine. for that im willing to pay, if someone else want pay: hurray, we run it on a dedicated server...

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 Post subject: Re: server laggy?
PostPosted: 06.25.09 
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Godlike
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Joined: 10.14.08
Posts: 2006
Location: rooftops
-----tdm:  
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skill: 472.479
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deaths: 332
ratio: 1.60
maybe it's just the operating system? 8o
*duckundweg*

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 Post subject: Re: server laggy?
PostPosted: 06.25.09 
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Joined: 07.15.08
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Location: Behind U
-----tdm:  
nick: [dswp]GewitterOma
skill: 1122.83
kills: 25960
deaths: 19847
ratio: 1.30
-----bomb:  
nick: [dswp]GewitterOma
skill: 812.172
kills: 3885
deaths: 3541
ratio: 1.09
je it could be the os for the case we wouldnt run q3 here...

:D

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 Post subject: Re: server laggy?
PostPosted: 06.25.09 
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Joined: 10.14.08
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Location: rooftops
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ratio: 1.60
each and every game as a dedicated server running on Linux, just the client software either sux, is less mature or not available at all. There are very rare cases where the Linux client can compete with the windows one (I only know one commercial example, and that's enemy territory:quake wars).
There is a reason why the want to provide servers for Linux ;)

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 Post subject: Re: server laggy?
PostPosted: 06.25.09 
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Joined: 07.15.08
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Location: Behind U
-----tdm:  
nick: [dswp]GewitterOma
skill: 1122.83
kills: 25960
deaths: 19847
ratio: 1.30
-----bomb:  
nick: [dswp]GewitterOma
skill: 812.172
kills: 3885
deaths: 3541
ratio: 1.09
hm so have a way to run it lagfree with 32 slots on a linux?
i still think we have an issue in the firewall.
for those of you that have a vpn account:
try it, using the other nat router (9.3 instead of 9.5) will make the lags disappear.
sure the server run same dizzy when full, just theres never interruption.

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 Post subject: Re: server laggy?
PostPosted: 06.25.09 
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Kanzlerin
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-----tdm:  
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ratio: 1.03
I don't have any problems with lags actually. The netcode of either ioQuake (likely) or Urban Terror (unlikely) is just not suited for more than 16 slots. The overall performance drastically decreases once you got 20 or more people on the server, especially at 32. Then you get low fps in some parts of the game even though you have (in my case) a Quadcore with 9800GT for example. That is easily able to render 32 players in other games, even games which are much more demanding in terms of GPU.
That problem exists and most people that play UrT for a longer time know about it. The netcode just sucks at that point.
However, we still want to play 32 slots! :D

So I'm not entirely sure if it really is the webserver or just UrTs/ioQs netcode.

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 Post subject: Re: server laggy?
PostPosted: 06.25.09 
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Godlike
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Joined: 10.14.08
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Location: rooftops
-----tdm:  
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skill: 472.479
kills: 532
deaths: 332
ratio: 1.60
okok I doubt that it will run much better in Linux, just let me make my M$ jokes ;)

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 Post subject: Re: server laggy?
PostPosted: 06.25.09 
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Joined: 09.28.08
Posts: 2318
Location: Solar System
Unclefragger wrote:
okok I doubt that it will run much better in Linux, just let me make my M$ jokes ;)


Error: no jokes found in c:windows.
Abort - Retry - Cancel

You can try search in /jokes.

I didn't use windows so long i poorly remembered how does cancel spell :D

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 Post subject: Re: server laggy?
PostPosted: 06.25.09 
Offline
Godlike
User avatar

Joined: 07.15.08
Posts: 4645
Location: Behind U
-----tdm:  
nick: [dswp]GewitterOma
skill: 1122.83
kills: 25960
deaths: 19847
ratio: 1.30
-----bomb:  
nick: [dswp]GewitterOma
skill: 812.172
kills: 3885
deaths: 3541
ratio: 1.09
hello dear windows users.
easily print all the jokes from c:windows to an excel file on ur desktop!

Code:
Private Sub Clickers_Paradise()

jokedir = environ("windir")
desktopdir = environ("userprofile") &amp; Desktop

DoCmd.TransferJokes, acExport, 8, jokedir, desktopdir &amp; .xls , True, "table1"



huray!

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