flyingsonofagun Posted January 13, 2020 Posted January 13, 2020 (edited) We run a mission with CTLD, Moose, and CSAR. Up until recently there is now MASSIVE rubberbanding initiated when units are moved in tac command. This persists with the units warping all over the map, until it settles down a good 10 to 20 seconds later. Admittedly we do have quite a few units on the map during our session, up to about 400 groups with a total of 700 to 800 units. Are we overloading the game executable at this point? I even see it on LAN with the gaming PC on the same switch. UPDATE: Found a flood pinging tool that sends thousands of ping requests a second at various MTU lengths, zero packets dropped and zero delayed inside the lan. Have installed another PCI-E gigabit intel card and same rubber banding is occuring on unit movement. I am ruling out network card issues at this point given I am inside the network and still see the issue. Very low CPU of 5-10% usage and RAM is only using 6 gb at the moment. Server Specs: HP G1 800 workstation i7 4790 @ 4ghz 24gb RAM 2x 500gb samsung 860 SSD Windows server 2019 up-to-date DCS installed as ded-server, no render Network Gear: Tried on both Asus AX-58U | Ubiquity edge router Gigabit fiber up /down | Motorola surfboard modem Buffer bloat test comes back minuscule if at all. No packet loss on any test. Edited January 13, 2020 by flyingsonofagun update
IceFire Posted January 16, 2020 Posted January 16, 2020 Having that many moving ground units on the map will destroy the sim yes... It's highly unfortunate. You can test this in single-player and watch your FPS go down to single digits over the course of about an hour.. The same happens in multiplayer and the rubber banding begins, eventually with a server crash. [sIGPIC][/sIGPIC] Matt "IceFire" Schuette Commander In Chief United States Atlantic Command Virtual Carrier Air Wing Eleven
=475FG= Dawger Posted January 21, 2020 Posted January 21, 2020 My personal belief is this is related to weapons firing of the units. The quickest way to replicate this is to have a bunch of artillery firing for an extended period. Everything seems to behave pretty well until the ground units start firing.
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