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woppa

Optimum settings for 100 Mbit server ?

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can anybody please tell me what the best setting would be for a 100mbit arma EVO server please ?

ARMA.CFG

MinBandwidth = 320000; //* Bandwidth the server is guaranteed to have (in bps). This value helps server to estimate bandwidth available. Increasing it to too optimistic values can increase lag and CPU load, as too many messages will be sent but discarded. Default: 131072

MaxBandwidth = 10000000000; //Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available.

MaxMsgSend = 256; //* Maximum number of messages that can be sent in one simulation cycle. Increasing this value can decrease lag on high upload bandwidth servers. Default: 128

MaxSizeGuaranteed = 1024; //Maximum size of guaranteed packet in bytes (without headers). Small messages are packed to larger frames. Guaranteed messages are used for non-repetitive events like shooting. Default: 512

MaxSizeNonguaranteed = 64; //Maximum size of non-guaranteed packet in bytes (without headers). Non-guaranteed messages are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256

MinErrorToSend = 0.005; //Minimal error to send updates across network. Using a smaller value can make units observed by binoculars or sniper rifle to move smoother. Default: 0.01

MaxCustomFileSize = 1600000;

Low desync, no AI popping around and no problems when clients join is what we are looking for ?

server spec

* Core 2 Q6600 @ 3.0GHz*

* 1 Gigabyte DDR2 Ram

* 100Mbit

Many thanks

WOPPA

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andbody got a good setup ?

or do you all see AI popping about n desync when people join ?

Cheers

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the AI popping up is happening all the time with me...and you can only make it a bit better and also i'm getting red chain and desync when people are joining.

for the first one reduce even further the minerrortosend although is already small...

for the second one...haven't found a solution yet...people say that is mission dependent...

what i think is happening is that when people joining and they have to sync with the server and update positions for all the units...then the server is maxing out on cpu load hence the red chains. The first adjustment of minerrortosend is having a direct impact on cpu load since the smaller it is the higher bandwith and cpu load. Although u have a quad core and you might think that you shoudl have enough cpu power arma will run 100% on one or 50-60% on both for dual cores....and i guess something similar for quad....so the theory of maxing out the cpu could still be valid...

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can anybody please tell me what the best setting would be for a 100mbit arma EVO server please ?

ARMA.CFG

MinBandwidth = 320000; //* Bandwidth the server is guaranteed to have (in bps). This value helps server to estimate bandwidth available. Increasing it to too optimistic values can increase lag and CPU load, as too many messages will be sent but discarded. Default: 131072

MaxBandwidth = 10000000000; //Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available.

MaxMsgSend = 256; //* Maximum number of messages that can be sent in one simulation cycle. Increasing this value can decrease lag on high upload bandwidth servers. Default: 128

MaxSizeGuaranteed = 1024; //Maximum size of guaranteed packet in bytes (without headers). Small messages are packed to larger frames. Guaranteed messages are used for non-repetitive events like shooting. Default: 512

MaxSizeNonguaranteed = 64; //Maximum size of non-guaranteed packet in bytes (without headers). Non-guaranteed messages are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256

MinErrorToSend = 0.005; //Minimal error to send updates across network. Using a smaller value can make units observed by binoculars or sniper rifle to move smoother. Default: 0.01

MaxCustomFileSize = 1600000;

Low desync, no AI popping around and no problems when clients join is what we are looking for ?

server spec

* Core 2 Q6600 @ 3.0GHz*

* 1 Gigabyte DDR2 Ram

* 100Mbit

Many thanks

WOPPA

is it really 100megabit or is that just what the nic is rated at?

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i have 100mb full dublex dedicated and still experiencing the above issues...

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Noone really knows for sure. The devs have never given us "optimal" settings for a true 100Mb server. But pretty much all servers have issues with red chains and desync, leading us to believe the bottlenecks go beyond settings we can adjust.

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