m0nkm0nk 0 Posted August 27, 2007 Hi dudes, Got arma now for over 4 months and still cant get a normal LAG free multiplayer online? Yeah i read every damn topic but cant fix it, here is the prob: - Soldiers / Vehicles always are stuttering! Changing settings will make it less or worse but not just NORMAL. I have a Dedicated server with Windows Server 2003 Enterprise x64. Specs of the machine: - Intel Dual core 2.4 Ghz - 4 GB Ram - 100 Mbit Internet connection - ArmA 1.08 Server is located in Amsterdam and is on the True network! THE BEST IN HOLLAND YES?! ok thnx We just want to play with only 3 players or something and need a lag free AI. Server ram and cpu is fine when server is running. Can someone please help me, I will really appreciate it. Share this post Link to post Share on other sites
.kju 3245 Posted August 27, 2007 can you please do a small recording of the probs. (gamecam) several causes are possible. at distance units jump a bit, see the bug report here: 2356: Again Soldiers teleporting 1- 5 Meters on Dedicated Server other than it depends a lot on server performance/FPS, player ping/connection. Share this post Link to post Share on other sites
whisper 0 Posted August 27, 2007 We've played mission on the OFCRA's server with 20 people and quite a high number of units per mission, without too much lag. One of the configuration while "testing the limits", working kind of flawlessly for 10 players, fair number of troops, planes, views distance between 3000m and 5000m, was the following :<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">MaxMsgSend=4096; // 128 par défaut MaxSizeGuaranteed=128; // 512 par défaut MaxSizeNonguaranteed=128; // 256 par défaut MinBandwidth=8388608; // 131072 par défaut MaxBandwidth=104857600; MinErrorToSend=0.001; // 0.01 par défaut Note that the mission was rather script-free. No issue reported, no lag or teleportation either. For day2day playing and heavier missions, we now use the following settings :<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">MaxMsgSend=2048; // 128 par défaut MaxSizeGuaranteed=128; // 512 par défaut MaxSizeNonguaranteed=128; // 256 par défaut MinBandwidth=8388608; // 131072 par défaut MaxBandwidth=104857600; MinErrorToSend=0.002; // 0.01 par défautLooks fine for players. Server is : C2D E6300 2x1.8GHz 2G RAM 100Mb/s connection ArmA 1.08 Share this post Link to post Share on other sites
m0nkm0nk 0 Posted August 27, 2007 thnx i will try it and post the results Share this post Link to post Share on other sites
whisper 0 Posted August 27, 2007 I hope it works for you too. Keep us informed, knowing if such settings are really helping is important. Share this post Link to post Share on other sites
tomcat_ 0 Posted August 27, 2007 i think this one is more appropriate for the mp forum... the minerrortosend according to my opinion makes the biggest difference on what you are describing as stuttering. Decrease this to say 0.0001 or lower and you will see that the units are smoother. You will take a big hit on your fps of the server and also you will see a massive increase on ur bandwith. I have run my test on our dedicated, running evolution, and with the above minerrortosend, the bandwith that the server was sending out for one player was about 130kB and that is Bytes not bits...which means 1040Mb... imagine the minerrortosend equal to what unreal and half life engine has which called tickrate. I did have some clips showing that with different settings but now i can only find 2: http://www.realityfriends.com/forum/images/videos/0.0001.avi http://www.realityfriends.com/forum/images/videos/0.008.avi The fps for the same actions on the server dropped from 40-45 to 15...so u get a massive hit. I did play around with the maxmsgsend but doubling it, it didn't make much of a difference. Not so sure how a value of 4096 or 2048, as suggested above, will affect the stuttering. Eventually i would say that the stuttering is inherent with the engine...is either down to settings or down to optimisation of the netcode...Arma and OFP is probably the only game around using huge amounts of bandwith... Share this post Link to post Share on other sites
whisper 0 Posted August 27, 2007 MaxMsgSent let the engine send more info at once (one cycle). Server can update more units in 1 frame, it also its FPS and bandwidth but somewhat reduce lags when high number of units are present. Lowering MaxSize(Non)Guaranteed also helps lag and unit teleport quite a bit, but going below 128 has been not good for us. These settings are for high bandwidth server. Share this post Link to post Share on other sites
tomcat_ 0 Posted August 27, 2007 what do you mean by lag? do you mean the stuttering of units in distance...or the stuttering of flying vehicles...or the ping of each individual player or the fps of the server? Share this post Link to post Share on other sites
whisper 0 Posted August 27, 2007 It's not the distant unit teleport you can sometimes witness (like in your vid). I talk about "movement back" of some units, whatever the distance between you and said unit. Sometimes some unit simply stop in place, then suddenly go back, or forth. They can be very close to you, so it is not related to the server relaying less info to your client because of distance between your avatar and the units the server is sending infos about (which is an bandwidth management mechanism that can be tweaked by the miniErrorToSend parameter), but is more related to either : 1) client network/CPU issues. You can do much against that 2) server network issues. You can work on this one. Your parameters may either saturate serveur bandwidth, in which case, you'll need to adjust for less bandwidth consumption, or you don't use much of available bandwidth, so you could tweak your settings to use more, but that may lead to point 3 3) server CPU issues. If you witness that for any mission, then it's probably not script related, and one can probably tweak a bit some parameters to put less stress on server. Mainly by forcing less operation per frame. It's a difficult balancing between our available CPU and bandwidth. Sometimes, it's better to not take advantage of all available bandwidth to keep the CPU less stressed. That's why the maxMsgSend settings for us is lower in heavy environnement (daily settings). Well, that's what we guessed, not sure at all it's the truth, and that's why I'm interested to know if we're lucky or if our settings are truely effective. Share this post Link to post Share on other sites
tomcat_ 0 Posted August 27, 2007 interesting what you are saying...and i think with a few more people contributing and with videos if possible we can learn a lot more about server settings which although the engine exists for the last 6 years...it is still an uknown quantity.... I think what you are refering to...is indeed lag...if i understand correctly...sometimes u observe people just running static...and then suddenly they appear further down etc? So when u have what u are describing, is your maximum bandwith reached and what is that bandwith that the server is sending out? do you also get a red chain link? Share this post Link to post Share on other sites
whisper 0 Posted August 27, 2007 Yup, that's it. I didn't knwo how to properly name it Share this post Link to post Share on other sites