Jump to content
  • 0

I need help to optimize my server


PAR4NA

Question

CPU xenon 1241 v3 - 16gb Ram - SSD - 50mb full duplex - WinSever 2012

 

I am receiving many messages:

12:04:35 Server: Network message 473a is pending
12:04:35 Server: Network message 473a is pending
12:04:35 Server: Network message 473a is pending
12:04:35 Server: Network message 473b is pending

basic.cfg

// These options are created by default

language="English";
adapter=-1;
3D_Performance=1.000000;
Resolution_W=800;
Resolution_H=600;
Resolution_Bpp=32;
 
 
// These options are important for performance tuning
 
MinBandwidth = 107374182; // Bandwidth the server is guaranteed to have (in bps). This value helps server to estimate bandwidth available. Increasing it to too optimistic values can increase lag and CPU load, as too many messages will be sent but discarded. Default: 131072
MaxBandwidth = 1073741824; // Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available.
 
MaxMsgSend = 256; // Maximum number of messages that can be sent in one simulation cycle. Increasing this value can decrease lag on high upload bandwidth servers. Default: 128
MaxSizeGuaranteed = 512; // Maximum size of guaranteed packet in bytes (without headers). Small messages are packed to larger frames. Guaranteed messages are used for non-repetitive events like shooting. Default: 512
MaxSizeNonguaranteed = 256; // Maximum size of non-guaranteed packet in bytes (without headers). Non-guaranteed messages are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256
 
MinErrorToSend = 0.002; // Minimal error to send updates across network. Using a smaller value can make units observed by binoculars or sniper rifle to move smoother. Default: 0.001
MinErrorToSendNear = 0.02; // Minimal error to send updates across network for near units. Using larger value can reduce traffic sent for near units. Used to control client to server traffic as well. Default: 0.01
 

MaxCustomFileSize = 0; // (bytes) Users with custom face or custom sound larger than this size are kicked when trying to connect.

Link to comment
Share on other sites

10 answers to this question

Recommended Posts

  • 0

Try this:

 

// These options are created by default
language="English";
adapter=-1;
3D_Performance=1.000000;
Resolution_W=800;
Resolution_H=600;
Resolution_Bpp=32;
 
 
// These options are important for performance tuning
 
MinBandwidth = 131072; // Bandwidth the server is guaranteed to have (in bps). This value helps server to estimate bandwidth available. Increasing it to too optimistic values can increase lag and CPU load, as too many messages will be sent but discarded. Default: 131072
MaxBandwidth = 52428800; // Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available.
 
MaxMsgSend = 256; // Maximum number of messages that can be sent in one simulation cycle. Increasing this value can decrease lag on high upload bandwidth servers. Default: 128
MaxSizeGuaranteed = 512; // Maximum size of guaranteed packet in bytes (without headers). Small messages are packed to larger frames. Guaranteed messages are used for non-repetitive events like shooting. Default: 512
MaxSizeNonguaranteed = 256; // Maximum size of non-guaranteed packet in bytes (without headers). Non-guaranteed messages are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256
 
MinErrorToSend = 0.003; // Minimal error to send updates across network. Using a smaller value can make units observed by binoculars or sniper rifle to move smoother. Default: 0.001
MinErrorToSendNear = 0.03; // Minimal error to send updates across network for near units. Using larger value can reduce traffic sent for near units. Used to control client to server traffic as well. Default: 0.01
 
MaxCustomFileSize = 0; // (bytes) Users with custom face or custom sound larger than this size are kicked when trying to connect.
Link to comment
Share on other sites

  • 0

As informative as that thread is, it's super easy to get sucked into it.  There's links to tons of information and data, some of which is directly conflicting with itself.  While it does a really good job of explaining what all the values do and why they're important, I've found that the best thing to do is just play with the numbers and see what works best.  Everybody's server is going to be different.  There's no "magic bullet" you can apply that will work for everyone in all situations.  With differing hardware/network configurations and different script packages in the missions it's unlikely that what works well for one server will provide the same experience on others.  Yes, you can use some of the info you will find there (and here) as a guide, but at the end of the day success will only come with good old fashioned trial and error.  The basic.cfg is a crucial part of any server, and tuning it for your server and for your mission is extremely important to providing a solid gameplay experience for your guests.  

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Discord

×
×
  • Create New...