Coug4r Posted June 6, 2019 Posted June 6, 2019 Seeing quite a bit of increase in the dedicated server CPU usage (DCS core), it used to be 30-40% before the update and now it's like 85-100%. Anyone else seeing this? - If man were meant to fly he'd be filled with helium.
JG13Wulf Posted June 8, 2019 Posted June 8, 2019 We noticed it on our server. Even when mission is paused we have high CPU. +1
Madfish Posted June 8, 2019 Posted June 8, 2019 Can confirm this as well. Here's an image of a one month average Best regards
StandingCow Posted June 9, 2019 Posted June 9, 2019 (edited) You think this is due to missiles not despawning they disappear but don't actually get removed? Thread about it here: Edited June 9, 2019 by StandingCow 5900X - 32 GB 3600 RAM - 1080TI My Twitch Channel ~Moo
JG13Wulf Posted June 9, 2019 Posted June 9, 2019 As our server is only ww2, there are no missile but we have the CPU increase. Mission running or paused is the same.
TheBamse Posted June 9, 2019 Posted June 9, 2019 We have a 24/7 training mission up and running on our server. Server is still running the old "client based" DS (not the newer stand-alone installer). Same mission on previous OB were using about 4-5% CPU at any given time no matter if we were 2 or 10 ppl on doing all kinds of traning-y stuff. After updating to 2.5.5.31917 the server starts with 15% usage (maxing one core) and never lets off. Kinda like the times before when DS wasn't around :/ Granted, the mission is quite scripted and a lot going on, however even starting a completely blank mission and just placing some client aircraft on whatever airport and 2-3 RED AI Su-27's in the air with no scripting done the CPU usage is higher than running the much heavier mission on 2.5.4. Something was definitely done :)
Madfish Posted June 10, 2019 Posted June 10, 2019 Just to clarify - above screenshot runs the same mission as before the patch so it's not a change on the mission that causes it. Missiles were not involved in the CPU load (none fired). Best regards
Quadg Posted June 10, 2019 Posted June 10, 2019 with faster net code you should see the server working harder. the test is, are the clients seeing better performance? My Rig: AM5 7950X, 32GB DDR5 6000, M2 SSD, EVGA 1080 Superclocked, Warthog Throttle and Stick, MFG Crosswinds, Oculus Rift.
wrl11 Posted June 10, 2019 Posted June 10, 2019 After about an hour, the server really gets laggy due to this. Objects freeze and/or jump around, everything goes wacky. Performance is good early on though. .
iFoxRomeo Posted June 10, 2019 Posted June 10, 2019 Yes, I noticed that too. Fox Spoiler PC Specs: Ryzen 9 5900X, 3080ti, 64GB RAM, Oculus Quest 3
Coug4r Posted June 10, 2019 Author Posted June 10, 2019 Tested on Caucasus, PG and NTTR and the results are the same so it's not a map issue. - If man were meant to fly he'd be filled with helium.
Madfish Posted June 11, 2019 Posted June 11, 2019 with faster net code you should see the server working harder. the test is, are the clients seeing better performance? Hi, the answer to this is no. My ping is around the same it was before. Also the CPU load is generally higher, even if there are no clients connected. If the netcode got any "better" this shouldn't bog down the CPU if no clients are connected. "Better" netcode could literally mean a ton of things. For example less load and better performance, less warping and better look ahead, reduced bandwidth requirements, better cheat protection and many other things. The devs must have tested the server. Either it's only specific configurations that are affected (in which case they should try to find out the cause) or it's all of them and there is a solid explanation (in which case they should give it to us) On a 3,3ghz Xeon root server I'm seeing loads of 10-15% per DCS instance, even in an empty map without any clients connected! So there is still room on the CPU - it's just that it was about 0-2% before and it makes you wonder what it suddenly does - mining bitcoins, doing thermodynamic simulations for better flight models or what is it doing? :D Best regards
Quadg Posted June 11, 2019 Posted June 11, 2019 @madfish by better net code I was referring to this line from the patch notes.... Multiplayer. Reworked network transport for better handling of a large number of units. My Rig: AM5 7950X, 32GB DDR5 6000, M2 SSD, EVGA 1080 Superclocked, Warthog Throttle and Stick, MFG Crosswinds, Oculus Rift.
HC_Official Posted June 11, 2019 Posted June 11, 2019 @madfish by better net code I was referring to this line from the patch notes.... Multiplayer. Reworked network transport for better handling of a large number of units. is the dedicated server you are hosting using more or less CPU or the same amount it did before ? No more pre-orders Click here for tutorials for using Virpil Hardware and Software Click here for Virpil Flight equipment dimensions and pictures. .
Mr_sukebe Posted June 11, 2019 Posted June 11, 2019 I'm definitely seeing higher loading on my CPU. 7800x3d, 5080, 64GB, PCIE5 SSD - Oculus Pro - Moza (AB9), Virpil (Alpha, CM3, CM1 and CM2), WW (TOP and CP), TM (MFDs, Pendular Rudder), Tek Creations (F18 panel), Total Controls (Apache MFD), Jetseat
ED Team c0ff Posted June 12, 2019 ED Team Posted June 12, 2019 Indeed, when norender mode was reworked the fps limit was accidentally dropped. Fixed this. Thank you for the reports! Dmitry S. Baikov @ Eagle Dynamics LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2.
Coug4r Posted June 13, 2019 Author Posted June 13, 2019 And thank you for the fix! - If man were meant to fly he'd be filled with helium.
Coug4r Posted June 21, 2019 Author Posted June 21, 2019 Indeed, when norender mode was reworked the fps limit was accidentally dropped. Fixed this. Thank you for the reports! Were the latest updates supposed to have this fix yet? I'm seeing an fps of roughly 80-120 depending on the mission but the max fps is set to 30 in the autoexec.cfg. - If man were meant to fly he'd be filled with helium.
Mr_sukebe Posted June 21, 2019 Posted June 21, 2019 Last week's update fixed it for me. In the change log, they explained that they'd accidentally removed the frame limit. IIRC they reintroduced the frame rate limit at 120. My server loading has definitely returned to a sensible level, so looks good to me. 7800x3d, 5080, 64GB, PCIE5 SSD - Oculus Pro - Moza (AB9), Virpil (Alpha, CM3, CM1 and CM2), WW (TOP and CP), TM (MFDs, Pendular Rudder), Tek Creations (F18 panel), Total Controls (Apache MFD), Jetseat
Coug4r Posted June 21, 2019 Author Posted June 21, 2019 I'm looking at an average of 135.7 fps now, doesn't appear to be limited at 120 fps. - If man were meant to fly he'd be filled with helium.
ED Team c0ff Posted June 24, 2019 ED Team Posted June 24, 2019 I'm looking at an average of 135.7 fps now, doesn't appear to be limited at 120 fps. 120 Hz is the default for the --norender mode. Dmitry S. Baikov @ Eagle Dynamics LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2.
Coug4r Posted June 24, 2019 Author Posted June 24, 2019 Even tacview logs it's higher than that. Either way, is there a way we can change the default? Most people don't even get 120 fps on their sim rig, might be a little over the top to have a server tickrate that high. - If man were meant to fly he'd be filled with helium.
ED Team c0ff Posted June 24, 2019 ED Team Posted June 24, 2019 Even tacview logs it's higher than that. Either way, is there a way we can change the default? Most people don't even get 120 fps on their sim rig, might be a little over the top to have a server tickrate that high. I don't think there any sense to change the default, but anyway, autoexec.cfg: norender_fps = 120 Dmitry S. Baikov @ Eagle Dynamics LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2.
Coug4r Posted June 24, 2019 Author Posted June 24, 2019 Awesome, thank you! - If man were meant to fly he'd be filled with helium.
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