Author Topic: lag catchup even more deadlier than before  (Read 2087 times)

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Offline [MAF]Snoopy

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Re: lag catchup even more deadlier than before
« Reply #15 on: August 03, 2011, 09:09:56 pm »
lots of players = high ping pretty much says it's host issues IMO


Offline [MAF]mooman

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Re: lag catchup even more deadlier than before
« Reply #16 on: August 03, 2011, 10:26:30 pm »
response from our host:

Quote
Hi,

 Having looked at the video in the thread, that lag is pretty bad and I can understand how players would be annoyed at that.

 The overall resource consumption for UK2 is well within limits. Average CPU rises to 40% during peak times and Network Utilisation to ~10mbit, i've attached the network utilisation graph for the last 24 hours to demonstrate this.

 However, your server consumes quite a bit of CPU, which you can see on the "Game Server Activity" section of the Game Control Panel. While this is an insignificant amount overall, it comes extremely close to the limit of a logical processor, which is 13% as UK2 has 8 logical processors. As the CPU readings are only taken every half hour, it is entirely possible that your server does spike up to 13% utilisation which would cause the lag and ping issues you're noticing.

 All I can suggest is to try and reduce your CPU consumption so that you do not max out a processor core. Unfortunately, the SA-MP server is not multithreaded and hence it can only use one core at most. There are some plugins which are threaded, but these are rare.


how player count increases cpu usage:

will read and answer your forum PMs when I'm less busy!

Offline [MAF]Snoopy

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Re: lag catchup even more deadlier than before
« Reply #17 on: August 03, 2011, 10:27:53 pm »
yay getting somewhere! so what's the next step?

Offline [MAF]mooman

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Re: lag catchup even more deadlier than before
« Reply #18 on: August 03, 2011, 10:37:53 pm »
1. assuming this is problem with the sa-mp code, wait for a new sa-mp version which uses less cpu when we're all in the same world
2. assuming this is a script problem, recode the script to use cpu
3. limit the number of players
will read and answer your forum PMs when I'm less busy!

Offline [MAF]Snoopy

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Re: lag catchup even more deadlier than before
« Reply #19 on: August 03, 2011, 10:41:07 pm »
nice! a plan :D

Offline [MAF]Epoxi

Re: lag catchup even more deadlier than before
« Reply #20 on: August 03, 2011, 10:48:33 pm »
Judging by how smoothly AX runs despite all the features, I doubt very much it's a coding problem since the coders are so careful. /brown-nosing  >:D

I suppose it's a server issue because it hardly happened before (for me anyway).

At the moment we are overtaking Heinz's market share in ketchup.

Offline [MAF]Snoopy

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Re: lag catchup even more deadlier than before
« Reply #21 on: August 03, 2011, 10:52:05 pm »
i started to notice the lag catchup after 0.3c was released in october 2009