Psythrandir Posted August 2, 2015 Report Share Posted August 2, 2015 Hi! I've notice very low server FPS (sometimes going down to 6 FPS) since yesterday. I don't know if its a problem with the new Epoch update or something else with the server. Can't find nothing in the RPT and CPU loadout from server is around 20%, memory around 4. Normaly its around 50 FPS. Anybody noticed the same? Link to comment Share on other sites More sharing options...
READTHESCROLL Posted August 2, 2015 Report Share Posted August 2, 2015 Same here. Low FPS, way more desyncing than before. Link to comment Share on other sites More sharing options...
IT07 Posted August 2, 2015 Report Share Posted August 2, 2015 I noticed very irritating jerky stutters. Not sure if that has to do with Epoch 0.3.1.0 though... Link to comment Share on other sites More sharing options...
flow0815 Posted August 2, 2015 Report Share Posted August 2, 2015 Can't confirm that. Performance is "good" as allways with arma 3. Stuttering or FPS drops may be caused because of vehicle simulation. Have to put this to true. Server fps will suffer but client fps will be better. BI said they fixed the bug but they absolutly don't. Vehicle Simulation Handler should be false to have more server fps but it is not possible atm. Link to comment Share on other sites More sharing options...
Axle Posted August 2, 2015 Report Share Posted August 2, 2015 Did you turn off the vehicle simulation handler in the config? Brian Soanes 1 Link to comment Share on other sites More sharing options...
Brian Soanes Posted August 2, 2015 Report Share Posted August 2, 2015 Did you turn off the vehicle simulation handler in the config? I tested this on my test server. With 600 vehicles and it set to true server fps was 50 The same with it false was 30. Link to comment Share on other sites More sharing options...
Psythrandir Posted August 2, 2015 Author Report Share Posted August 2, 2015 Did you turn off the vehicle simulation handler in the config? Where I can change this setting? Link to comment Share on other sites More sharing options...
READTHESCROLL Posted August 2, 2015 Report Share Posted August 2, 2015 Where I can change this setting? epochconfig.hpp in @epochhive Psythrandir 1 Link to comment Share on other sites More sharing options...
Psythrandir Posted August 3, 2015 Author Report Share Posted August 3, 2015 epochconfig.hpp in @epochhive THX, but I can't find something about vehicle simulation handler in this file. Link to comment Share on other sites More sharing options...
READTHESCROLL Posted August 3, 2015 Report Share Posted August 3, 2015 line 32 simulationHandler = true; Link to comment Share on other sites More sharing options...
Psythrandir Posted August 3, 2015 Author Report Share Posted August 3, 2015 hmm this line 32 of my file: allowedVehiclesList[] = { and there is nothing about the simulationhandler in the whole file. I'm afraid the installation of the 0.3.1.0 hasn't overwritten the old hpp. But I've deinstalled 0.3.0.4 before. :blink: Thats confusing! :unsure: Link to comment Share on other sites More sharing options...
READTHESCROLL Posted August 3, 2015 Report Share Posted August 3, 2015 I dunno man.. This is what I have for lines 1-34 serverRestart = true; // true sends #shutdown command to server after the time specified in ForceRestartTime forceRestartTime = 14400; // 4 hour restarts StorageSlotsLimit = 1500; // Max storage slots allowed. Warning! Higher the number lower performance. BuildingSlotsLimit = 500; // Max building slots allowed. Warning! Higher the number lower performance. // Time based StaticDateTime[] = {2035,6,10,8,0}; // {0,0,0,8,0} would forces the server to start at 8am each time it is started while allowing the year, month and day to stay real time. Any values left at 0 will result in no change. timeDifference = 0; // Server uses real time this will allow you to offset just the hour. timeMultiplier = 4; // Sets a time multiplier for in-game time. The command range is now capped at 0.1 - 120 to avoid performance problems. lootMultiplier = 1; // 1 = max loot bias. This controls how much loot can payout per Epoch loot container. // Events airDrops = false; // TBA WeatherChangeTime = 1200; // This controls how fast the weather changes as well as how fast shipping containers and earthquakes happen. WeatherStaticForecast[] = {}; // Default: {75.5,0,{0,0,0},0,{1,1}}; // Clear day; {19,1,{1,1,40},1,{5,5}}; // Cold Foggy Rainy Overcast Windy; Format: {temp <scalar>,rain <scalar>,fog <array>,overcast <scalar>,wind <array>} events[] = { { 3600, "CarnivalSpawner" }, // SECOND <scalar>, EVENT <string> { 1200, "EarthQuake" }, { 1200, "ContainerSpawner" }, { 300, "PlantSpawner" } //No comma on last Entry }; // Antagonists antagonistChanceTrash = 0.09; //9% chance when player loot a trash object antagonistChancePDeath = 0.33; //33% chance when player was killed from a other player (selfkill doesn't count) antagonistChanceLoot = 0.09; //9% chance when player click "SEARCH" on a loot object // Player Related cloneCost = 100; // debt incurred on player death // vehicles - Max vehicle slots is calculated from per vehicle limits below. Warning! Higher the number lower the performance. simulationHandler = true; // When enabled this feature disables simulation on vehicles that are not near players. Can help improve client fps at the cost of server fps. (This is disabled by default now that Arma has fixed the original issue) vehicleLockTime = 1800; // Controls how many seconds it takes to allow another person/group to unlock vehicle. allowedVehiclesList[] = { Link to comment Share on other sites More sharing options...
dennis_stk Posted August 3, 2015 Report Share Posted August 3, 2015 Read it. Replace your file with the new one. simulationHandler = true; // When enabled this feature disables simulation on vehicles that are not near players. Can help improve client fps at the cost of server fps. (This is disabled by default now that Arma has fixed the original issue) Link to comment Share on other sites More sharing options...
Psythrandir Posted August 3, 2015 Author Report Share Posted August 3, 2015 Ok, THX I'll try it out. Link to comment Share on other sites More sharing options...
knights†emplar Posted August 3, 2015 Report Share Posted August 3, 2015 i tried playing it for first time in a while and notice really low fps, we tried few servers same thing Link to comment Share on other sites More sharing options...
DirtySanchez Posted August 3, 2015 Report Share Posted August 3, 2015 i tried playing it for first time in a while and notice really low fps, we tried few servers same thing That on altis map? Try out an a2 island map, consistent 50 to 60 client fps for most of the players on mine. however been playing with the basic.cfg still getting some desync for select few players Link to comment Share on other sites More sharing options...
simon1603 Posted August 5, 2015 Report Share Posted August 5, 2015 Also having some issues with Server FPS low spikes, currently in process of elimination by removing custom ai base etc and cutting back on ai numbers in missions and reducing number of vehicles on server (40 slots currently approx 300 vehicles) to see if this is causing the issue. Simon Link to comment Share on other sites More sharing options...
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