i_deadly_i 10 Posted November 14, 2014 I assume this does not work on linux? Anyone tried? Share this post Link to post Share on other sites
basgast 11 Posted November 14, 2014 So you want people to come and test the performance but don´t have any admins on when its EU primetime? Was one of the worst ARMA experiences I have had, felt like half the population was 14 year old trolls more prone to work against their team then with. If you have admins on I will try to get my group on again but not if its handled like this, I can take bugs and engine errors on test server´s but this was just to much. Did not experience any performance raise client side it was still red chains and desync, the desync never peaked at max what I noticed but wandered around everytime I checked. Get some admins at least on primetime and Ill be glad to join again. Share this post Link to post Share on other sites
sebj 10 Posted November 14, 2014 So you want people to come and test the performance but don´t have any admins on when its EU primetime? Was one of the worst ARMA experiences I have had, felt like half the population was 14 year old trolls more prone to work against their team then with. If you have admins on I will try to get my group on again but not if its handled like this, I can take bugs and engine errors on test server´s but this was just to much.Did not experience any performance raise client side it was still red chains and desync, the desync never peaked at max what I noticed but wandered around everytime I checked. Get some admins at least on primetime and Ill be glad to join again. Or maybe an altis life test server should be created for kids? :j: that should permits every servers admin to get a good public banlist once they are all connected :p Share this post Link to post Share on other sites
Dwarden 1125 Posted November 14, 2014 quite some of the 'anti teamwork' behavior is atm caused by the mission it needs proper scripting against deliberate team-killing and griefing (it's doable and afaik wip) second you talk about trolls and need of admins but not mentioned what you mean by the offenses (cause I see no point to punish anything nonserious) Share this post Link to post Share on other sites
Dwarden 1125 Posted November 15, 2014 http://www.reddit.com/r/arma/comments/2man1j/join_chimera_test_servers_engine_serverside/ https://www.dropbox.com/sh/582opsto4mmr8d8/AABSuQ8Jt5VlovUX86pi5iFRa 1.34 perf3/prof3 available (client isn't needed, optional as we fixed some crashes (for server but client can have same)) , compatible with stable 1.34 Share this post Link to post Share on other sites
Tankbuster 1746 Posted November 15, 2014 http://www.reddit.com/r/arma/comments/2man1j/join_chimera_test_servers_engine_serverside/https://www.dropbox.com/sh/582opsto4mmr8d8/AABSuQ8Jt5VlovUX86pi5iFRa 1.34 perf3/prof3 available (client isn't needed, optional as we fixed some crashes (for server but client can have same)) , compatible with stable 1.34 Thanks David. I'll try the server only and report back. Share this post Link to post Share on other sites
Sturmgewehr 15 Posted November 15, 2014 (edited) http://www.reddit.com/r/arma/comments/2man1j/join_chimera_test_servers_engine_serverside/https://www.dropbox.com/sh/582opsto4mmr8d8/AABSuQ8Jt5VlovUX86pi5iFRa 1.34 perf3/prof3 available (client isn't needed, optional as we fixed some crashes (for server but client can have same)) , compatible with stable 1.34 God damn. Good job! Over 100 Player (Intel 4 Cores / 8 Threads) ~80% CPU utilization. Edited November 15, 2014 by Sturmgewehr Share this post Link to post Share on other sites
dna_uk 30 Posted November 15, 2014 the built in anticheat is in wasteland is joke and will be phased out, same applies to KOTHthe server-sdeBE filters most of WST/Samatra servers use as base default were written by ... guess who ... me ;) I don't give damn about client side scripts.txt BE filter cause that is performance hit, limited use, easy to get around ---------- Post added at 19:21 ---------- Previous post was at 19:20 ---------- atm. those 2 servers are active until they full then I add more: 94.23.112.9:2102 192.99.47.216:2102 Phased out in favour of what if you don't mind me asking? Just BE filters or another solution? Share this post Link to post Share on other sites
olivieridriss 10 Posted November 16, 2014 (edited) Hello guys, Tested today on server without AI tonight, and got +30/+40% server FPS with only this executable applied as modification. up to 90 people connected so far. Thanks a lot Dwarden, nice job! What would be the PCS impact of activating the profiling exe? In case you could use the result, I could help testing them, but I need to have an idea of impact before to choose the best time to test it :) Edited November 16, 2014 by olivieridriss Share this post Link to post Share on other sites
spanishsurfer 58 Posted November 17, 2014 http://www.reddit.com/r/arma/comments/2man1j/join_chimera_test_servers_engine_serverside/https://www.dropbox.com/sh/582opsto4mmr8d8/AABSuQ8Jt5VlovUX86pi5iFRa 1.34 perf3/prof3 available (client isn't needed, optional as we fixed some crashes (for server but client can have same)) , compatible with stable 1.34 Used your PERF3 (client and server .exe) today and got good results, 35-40 people for several hours and a BECTI amount of AI, server FPS tended to average a little higher than normal and overall the game felt like it was running a little better. It crashed once though, and crashes are rare on our server. Here's a snapshot of what I saw: Mods: @task_force_radio Distribution: 0 Version 1.34.128263 Fault time: 2014/11/16 18:14:56 Fault address: 5E2F21CB 01:001511CB C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\PhysX3_x86.dll file: becti_0097_z1214_SS (__cur_mp) world: Altis Prev. code bytes: 85 C0 74 1D 8B 50 40 F6 42 4C 01 75 14 8B 40 60 Fault code bytes: F6 40 2C 01 75 0B 51 50 57 E8 97 FF FF FF 83 C4 Registers: EAX:00000000 EBX:532305A0 ECX:552DCF00 EDX:8DFD73E0 ESI:0C4C7F08 EDI:4A260D70 CS:EIP:0023:5E2F21CB SS:ESP:002B:009BDD34 EBP:009BDD48 DS:002B ES:002B FS:0053 GS:002B Flags:00010246 Here are the files: https://drive.google.com/file/d/0B70KE6LT-M_gQzJETHg0WkpQUm8/view?usp=sharing Share this post Link to post Share on other sites
Dwarden 1125 Posted November 17, 2014 ignored physx86.dll crashes, that needs update of whole lib pack, it's wip Share this post Link to post Share on other sites
joschaap 1 Posted November 17, 2014 http://www.reddit.com/r/arma/comments/2man1j/join_chimera_test_servers_engine_serverside/https://www.dropbox.com/sh/582opsto4mmr8d8/AABSuQ8Jt5VlovUX86pi5iFRa 1.34 perf3/prof3 available (client isn't needed, optional as we fixed some crashes (for server but client can have same)) , compatible with stable 1.34 awesome, thanks for releasing! updated our A3Wasteland stratis box with the performance binary :) http://www.gametracker.com/server_info/7days.johanschaap.nl:2302/ Share this post Link to post Share on other sites
deltagods 10 Posted November 18, 2014 It seems that im using more CPU than the stable release with performance binary. Seeing an increase of ~10% cpu. I used to get 80% cpu with 80 players, now im hitting 93-96%. I will keep testing. Share this post Link to post Share on other sites
Tankbuster 1746 Posted November 18, 2014 Can we use battleye with this? Just got the "da shit dis server b fucked" hack on my server. Share this post Link to post Share on other sites
Hud Dorph 22 Posted November 19, 2014 Yes works fine with BE. Share this post Link to post Share on other sites
Tankbuster 1746 Posted November 19, 2014 Dorph;2822532']Yes works fine with BE. Thanks bro. :) Share this post Link to post Share on other sites
loud 11 Posted November 19, 2014 What i see with this new binary is that the server starts out with good fps and keeps running so for a while even with more AI. But after about 3 hours or so the fps gets more unstable. Any one else who's running this server binary get this? We're running the A3Wasteland v1.0b mission. Without players: FPS in first hour with almost no players on the server (look at the graph not the numbers): After about 3 hours: Share this post Link to post Share on other sites
olivieridriss 10 Posted November 19, 2014 Hello, I've noticed that if you have "EmptyDetectors" on client side, they are transfered to server during disconnection. I managed to get server FPS stable (almost only dependant on players/IA and what they do), and coming back to close than 47-48 when player counts gets below the "critical" level (depends on each mission/server/cfg), by only removing them. Mods can also add Empty Detectors, and they seems to have an impact on "durability" of the "good FPS" time. On default Wasteland, it seems there's only server side EmptyDetector trigges, but it could be worth checking the evolution of their count to ensure none are added on client side as well. Share this post Link to post Share on other sites
loud 11 Posted November 19, 2014 Hello,I've noticed that if you have "EmptyDetectors" on client side, they are transfered to server during disconnection. I managed to get server FPS stable (almost only dependant on players/IA and what they do), and coming back to close than 47-48 when player counts gets below the "critical" level (depends on each mission/server/cfg), by only removing them. Mods can also add Empty Detectors, and they seems to have an impact on "durability" of the "good FPS" time. On default Wasteland, it seems there's only server side EmptyDetector trigges, but it could be worth checking the evolution of their count to ensure none are added on client side as well. Ok I would love to check this as I have some addons/scripts I added myself. How can I find these? Share this post Link to post Share on other sites
olivieridriss 10 Posted November 20, 2014 Hello Loud, Simply add this to a script that is ran pretty often on server side to start monitoring number of empty detectors: diag_log format ["LOG - EmptyDetector: %1", count allMissionObjects "EmptyDetector"]; Even better, you could check for each of the items in the list the locality of objects (if they belong to cliens or server): diag_log format ["LOG server local - EmptyDetector: %1", {local _x;} count allMissionObjects "EmptyDetector"]; Please pay attention in understanding what I stated earlier: in my case it has proven to be efficient to clean all non local Empty Detector (by cleaning mission code from Triggers and because it was feasible, and to clean the one brought by mods because I could not edit them and re-sign them). But it depends on the mission and what your "EmptyDetector" are doing. sometimes it's just useless, sometimes it's useful. Just check your code ("grep" EmptyDetector), and see what it is doing. Optimization is about understand what your code does, when, how often. And this is only one among many performance tweaks you can do code wise, maybe not the first one at all ;) After a few days running between a few and up to 120 players, FPS seems stable with these Performance server EXE, without any server crash nor other issue specific to this build - players are quite happy here. There's for sure still work to be done, but that's already a great achievement! (let's talk about something that works well for once ;)) I'm still wondering what the "Profiling" version could bring here, and I'm not really in the mood to test that and disappoint so many players without a clear idea of impact ;) Share this post Link to post Share on other sites
Dwarden 1125 Posted November 20, 2014 What i see with this new binary is that the server starts out with good fps and keeps running so for a while even with more AI. But after about 3 hours or so the fps gets more unstable. Any one else who's running this server binary get this? We're running the A3Wasteland v1.0b mission. Without players: FPS in first hour with almost no players on the server (look at the graph not the numbers): http://i.imgur.com/LJPVKsr.png After about 3 hours: http://i.imgur.com/5aI4mla.png that's problem mainly of scripting in the mission Share this post Link to post Share on other sites
loud 11 Posted November 20, 2014 Thanks olivieridriss I will try that. What to do if the log says EmptyDetectors found? How do I get rid of them? Thanks Dwarden, looking into it :) Share this post Link to post Share on other sites
Dwarden 1125 Posted November 20, 2014 olivieridriss : that profiling binaries are for logging and debugging, performance binaries are w/o debug layer ... Share this post Link to post Share on other sites
olivieridriss 10 Posted November 20, 2014 That was crystal clear, I'm just wondering what could be the performance impact of using the profiling ones compared to the performance ones. If you have no clue, then I'll test that right away on my dev server and invite ppl to see. I was also looking for details about what is logged with profiling exe in addition to performance exe in case it could help optimize scripts in high load situations (without impacting players, that's why I was asking the previous question) Share this post Link to post Share on other sites
Dwarden 1125 Posted November 20, 2014 as I said there is quite noticeable performance impact of the debugging / profiling and logging hence it's not recommended for genera public to run profiling binaries at all ---------- Post added at 23:10 ---------- Previous post was at 23:03 ---------- http://www.reddit.com/r/arma/comments/2mvwa0/call_to_arms_need_to_fill_two_mp_test_servers_111/ Share this post Link to post Share on other sites