Server performance @ 0 fps - Need advice

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  2. 7 years ago

    Thanks for the info.

    I'll try to contact my host and replace the executable on the server.

    I'll update with results.

    And yea if you know a host that works good with ALiVE please let me know.

  3. Might be worth a test using just vanilla (ie: CBA and ALiVE only) - just to rule out some mod issues.

  4. Hello SavageCDN,

    I run the Operarion Landlord from the mission here on forum and run perfectly fine with the server fps ranging pretty high. (That only needed ALiVE + CBA)

    I also run an Asymetric full map Tanoa with very good results. Server FPS around 20-25 playable.
    If i take some time to optimize it for less Objectives it will be much better.

    All those on the rented server.
    On my machine i never had a problem with anything.

    I suspect the problem might be the map? I think it got updated some days ago.
    Does that need re-indexing?

  5. Yes that might be the issue if the map has been updated. If you can post your server's RPT file to pastebin.com and link back here and I'll take a look.

  6. I couldn't paste the log because of size.

    I uploaded them here: https://mega.nz/#F!lUIXFLqK!oU2BnAkXFIylwN0OEQf9CQ

    One file is with ~130 Objectives and another one with ~60 Objectives.

  7. Yeah that's a busy log file. I see you are using TCAdmin - does your provider have a startup parameter called -noLogs? If so enable that and re-test (note this means no more stuff written to RPT file which will speed up a slow (disk) server but not provide any troubleshooting information).

    Some of the performance issues could also be due to mod conflicts but that is harder to nail down and involves running tests with some of the mods disabled, etc.

  8. One think i don't get is how can i manage to host + play fine from my machine with TADST but rented server struggles so much. (And i run the game from HDD not even SSD)

    I'll try with -noLogs when i'll find some spare time.

    Thanks for your time looking at the RPTs.

  9. I think it's very possible this is similar to the issue AuTigerGrad just reported and I'm fairly certain it had to do the RAM or memory available on the rented server. Once he switched companies/server hosts, everything was fine. I summoned him yesterday with the power of the @ symbol. :) Hopefully he pops in.

    I think if the mission is running fine in TADST that these additional mission troubleshooting steps are a waste of time. I'm not suggesting you might not be able to configure the rented server better. But chasing mod compatibilities and wondering about indexing will probably not get you anywhere if TADST is ok with the same files loaded.

  10. Edited 7 years ago by SavageCDN

    I find it depends on the provider - some are better than others. I've seen providers with mis-configured servers and often they refuse to change anything to improve the situation.

    Do you have your own server or is it shared hosting? If your server is SSD then -noLogs probably won't make much of a difference.

    Try one of the demo missions that come with ALiVE (Operation Landlord) which require only CBA and ALiVE. This will rule out any possible mission issues.

    http://alivemod.com/missions

  11. @SavageCDN I already used Operation Landlord as described above.

    @Ludi I'm using the performance executable v10 on server right now but no change on FPS.

    Now on some interesting notes. I noticed that when i uploaded the same mission with NO CQB modules and having both AI Commanders linked to Military Module (1200 units) and Civilian Module (1200 units) full map battle in Invasion mode (instead of Invasion-BLU_F and Asymetric-OPF_F) it runs perfectly fine with ~250 Objectives each Commander and server FPS at 30.

    Any thoughts on this? Is Asymetric mode + CQB modules heavy for the CPU?

  12. Well CQB is kind of like an ambient unit spawner so yeah. It adds additional units beyond the ones spawned by the objective modules. Depending on the percentage and numbers you let spawn with CQB, it in itself can bog an already crammed mission down quite a bit.

    I prefer to never exceed 10% and pairs. On maps like Altis you need to be pretty mindful and probably use less if you allow them to spawn on the entire map (depending on how everything else is set up).

  13. You can mark this as SOLVED.

    It seems to be my host issue rather than ALiVE issue since everything plays fine while hosted with TADST on my machine.

    Seems like rented server (Not Dedicated) don't have the power to run my missions if i don't tone down some modules.

    Thanks again for your answers and thoughts on this thread.

  14. Some server definitely do. I guess the summoning of my squad leader didn't work. :(

    I'll ask him to next time we play.

  15. I've been having a similar issue with my mission. I have it set to 80 objectives on Asymetric mode, only a few mods like CBA, ACE, ALiVE, TF47 launchers, VSM Gearpack. CQB module at 2%, civilians on low, camps and roadblocks on low, 100 military units for placement, 100 units for civilian placement, spawn radius of 1100 m on Tanoa but even with only 8 people on we all experienced drops of down to 12-15 fps (eg in Ouemere last night). We are using bluefangsolutions for our provider. Is there a way I can better optimize this or my server or something? Its been a really frustrating.

    Thanks!

  16. We should be getting better performance shouldnt we?

  17. Yeah I'd say so. Though I'm no expert on optimizing a server. Is TF47 still chalked full of rpt spam? It may be worth looking into.

  18. @Opendome How many profiles do you have spawning at once?
    So far I've found that limiting it to 25 or so is a pretty good balance for small to mid sized player groups on Tanoa.

  19. Ah that might help too, how do you limit it ? Through the active limiter?

  20. Yes, in the Virtual AI module.

  21. Thanks I tried turning it down, seems to be better but frames still seem kind of low. Im wondering if its our dedicated providers system, has anyone else used bluefangsolutions?

 

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