DFJacob / AbioticFactorDedicatedServer

20 stars 1 forks source link

Dedicated Server performance tweaking #8

Open jamesburt opened 4 months ago

jamesburt commented 4 months ago

PC1 - primary gaming pc PC2 - mid grade gaming pc I have bought the game twice, one for each pc. The test: Run across map through known area changes that cause loading message/freeze.

Test 1: PC1 - Steam Game Client - friends connect to my normal game, no "loading" messages between areas Test 2: PC2 - Steam Game Client - friends and I connect to a normal game being played on PC2, no "loading" messages between areas Test 3: PC2 - Dedicated Server - friends and I connect to the server, "loading" messages encountered between areas

At this point, I believe the issues are with the Dedicated Server Client and looking for ways to performance tweak it. Would be nice to have a discord channel for "Server Owners" to chat in before having to resort to coming to a developer git code repository to look for server config help.

Additionally - when the loading screen freeze finishes, if there are nearby objects that have been destroyed/salvaged already, they spawn and self destruct causing a cacophony of breaking boxes all at once. Perhaps this is the source of loading freeze?

I know that servers are current listed as unoptimized Current Issues: Game hosts may experience performance issues. Performance and frame rate improvements are in progress. but that doesn't say which host type this is for: Game client host or Dedicated Server Host. Regardless I'd like to rule out what settings I can change as a user before throwing my hands up and say its a dev problem.

jamesburt commented 4 months ago

At this point, we are 10+ hours further into the game using test method 2 above. I took my PC 2 hosting the game and jump off a cliff so it wouldn't be active on the playfield (or as inactive as it could be) At first, we had no loading messages across Office/Manufacturing -- as the hours went on, slowly started to see brief millisecond loading messages progressing further to a second long. Nothing as bad/frequent as with using the dedicated server client. We closed and restarted all clients about 6-8hours into client uptime. I left the test client open over night, came back next morning to find time had stopped. Couldn't progress it with beds. Because time stopped -fridges backup power ran out, we lost our entire fridge of perishables. Robots were almost instant respawning when the gameplay, we hadn't seen robots respawn for hours.

Feedback - when single player and dead - pause game after 15-20 seconds of being dead, resume when respawn - this would have saved our fridge in the buggy stated the game got into.

ValarianRossi commented 4 months ago

I'd love to see a "dedicated-servers" channel in the discord--that's what Valheim does and I've always found it to be a great resource.

I think removing -NoAsyncLoadingThread from the .bat file might reduce load times a little (just based on a quick test and my best guess, not any hard date), but it doesn't remove them and what performance boost it does give might come at the cost of stability. I'm personally looking for more performance tweaks myself, as some of the players on my server have been getting motion sickness from stuttering and rubber-banding that doesn't seem to happen on the peer-to-peer client. One thing that folks on the discord are saying helps is not having your group spread out across too many sections, so the game doesn't have to keep so much stuff loaded.

I can't say I'm terribly surprised by your experience with Test 2. I doubt leaving a peer-to-peer client open for 8+ hours with the host character dead is something the devs tested for. I personally don't mind the loading screens if it means a more stable hosting experience.